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Is Video Game Good Or Bad?

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Introduction, consequences, personal opinion.

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  • Wolf, M. J. (Ed.). (2008). ​The video game explosion: a history from PONG to Playstation and beyond​. ABC-CLIO.
  • Christina Gough. (2019). Game statistics and facts. ​https://www.statista.com/topics/1680/gaming/
  • Warburton, D. E., Bredin, S. S., Horita, L. T., Zbogar, D., Scott, J. M., Esch, B. T., & Rhodes, R. E. (2007). The health benefits of interactive video game exercise. ​Applied Physiology, Nutrition, and Metabolism​, ​32​(4), 655-663.
  • Wilmer, H. H., Sherman, L. E., & Chein, J. M. (2017). Smartphones and Cognition: A review of research exploring the links between mobile technology habits and cognitive functioning. Frontiers in psychology​, ​8​, 605.
  • Warburton, D. E., Bredin, S. S., Horita, L. T., Zbogar, D., Scott, J. M., Esch, B. T., & Rhodes, R. E. (2007). The health benefits of interactive video game exercise. ​Applied Physiology, Nutrition, and
  • Metabolism​, ​32​(4), 655-663. https://www.statista.com/topics/1680/gaming/

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Essays About Video Games: Top 12 Examples and Prompts

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

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

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

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

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1. What electronic games can teach us by Kendall Powell

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

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

Writing Prompts For Essays About Video Games

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

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

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

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

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

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

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

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

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

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

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

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

Looking for more? Check out these essays about hobbies .

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

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

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

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

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

Essays About Video Games: Video games vs. Traditional games

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

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

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

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

Players experiencing genuine enjoyment from the games experience more positive well-being

Groundbreaking new study says time spent playing video games can be good for your well being

With the UK in a second national lockdown due to the COVID-19 pandemic and Christmas on the horizon, many will stay indoors to play and socially connect through video games. New research from Oxford University has delivered a surprising finding; time spent playing games is positively associated with well-being.

The new study is the first of its kind. Rather than asking players how much they play, it uses industry data on actual play time for popular video games Plants vs Zombies: Battle for Neighborville and Animal Crossing: New Horizons. The study suggests that experiences of competence and social connection with others through play may contribute to people’s well-being. Indeed, those who derived enjoyment from playing were more likely to report experiencing positive well-being.

These experiences during play may be even more important than the actual amount of time a player invests in games and could play a major role in the well-being of players.

Professor Andrew Przybylski , Director of Research at the Oxford Internet Institute , University of Oxford, and lead-author of the study, says, 'Previous research has relied mainly on self-report surveys to study the relationship between play and well-being. Without objective data from games companies, those proposing advice to parents or policymakers have done so without the benefit of a robust evidence base.

'Our findings show video games aren’t necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being. In fact, play can be an activity that relates positively to people’s mental health – and regulating video games could withhold those benefits from players.

'Working with Electronic Arts and Nintendo of America we’ve been able to combine academic and industry expertise. Through access to data on peoples’ playing time, for the first time we’ve been able to investigate the relation between actual game play behaviour and subjective well-being, enabling us to deliver a template for crafting high-quality evidence to support health policymakers.'

Our findings show video games aren’t necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being

The study explored the association between objective game time and well-being, examining the link between directly measured behaviour and subjective mental health. It also explored the roles of player experiences, specifically how feelings of autonomy, relatedness, competence, enjoyment and feeling pressured to play related to well-being.

In their study, the Oxford researchers looked at patterns of player behaviour for two popular video games. More than 3,270 players were asked to complete a survey designed by the researchers to measure well-being, self-reported play, and motivational experiences during play. The survey findings were combined with objective behavioural data for the survey participants, collected by the video game companies.

 Key findings include:

• Actual amount of time spent playing was a small but significant positive factor in people’s well-being

• A player’s subjective experiences during play might be a bigger factor for well-being than mere play time.

• Players experiencing genuine enjoyment from the games experience more positive well-being

• Findings align with past research suggesting people whose psychological needs weren’t being met in the ‘real world’ might report negative well-being from play.

See an extended interview with Professor Przybylski here.  

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

Denilson brilliant t..

1 Department of Biomedicine, Indonesia International Institute for Life Sciences (i3L), East Jakarta 13210, Indonesia

2 Smart Ageing Research Center (SARC), Tohoku University, Sendai 980-8575, Japan; pj.ca.ukohot@iur (R.N.); pj.ca.ukohot@atuyr (R.K.)

3 Department of Cognitive Health Science, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Ryuta Kawashima

4 Department of Functional Brain Imaging, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. 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.

1. Introduction

Video gaming refers to the experience of playing electronic games, which vary from action to passive games, presenting a player with physical and mental challenges. The motivation to play video games might derive from the experience of autonomy or competing with others, which can explain why video gaming is pleasurable and addictive [ 1 ].

Video games can act as “teachers” depending on the game purpose [ 2 ]. Video gaming has varying effects depending on the game genre. For instance, an active video game can improve physical fitness [ 3 , 4 , 5 , 6 ], whereas social video games can improve social behavior [ 7 , 8 , 9 ]. The most interesting results show that playing video games can change cognition and the brain [ 10 , 11 , 12 , 13 ].

Earlier studies have demonstrated that playing video games can benefit cognition. Cross-sectional and longitudinal studies have demonstrated that the experience of video gaming is associated with better cognitive function, specifically in terms of visual attention and short-term memory [ 14 ], reaction time [ 15 ], and working memory [ 16 ]. Additionally, some randomized controlled studies show positive effects of video gaming interventions on cognition [ 17 , 18 ]. Recent meta-analytical studies have also supported the positive effects of video gaming on cognition [ 10 , 11 , 12 , 13 ]. These studies demonstrate that playing video games does provide cognitive benefits.

The effects of video gaming intervention are ever more widely discussed among scientists [ 13 ]. A review of the results and methodological quality of recently published intervention studies must be done. One systematic review of video gaming and neural correlates has been reported [ 19 ]. However, the technique of neuroimaging of the reviewed studies was not specific. This systematic review reviewed only magnetic resonance imaging (MRI) studies in contrast to the previous systematic review to focus on neuroplasticity effect. Neuroplasticity is capability of the brain that accommodates adaptation for learning, memorizing, and recovery purposes [ 19 ]. In normal adaptation, the brain is adapting to learn, remember, forget, and repair itself. Recent studies using MRI for brain imaging techniques have demonstrated neuroplasticity effects after an intervention, which include cognitive, exercise, and music training on the grey matter [ 20 , 21 , 22 , 23 , 24 ] and white matter [ 25 , 26 , 27 , 28 , 29 ]. However, the molecular mechanisms of the grey and white matter change remain inconclusive. The proposed mechanisms for the grey matter change are neurogenesis, gliogenesis, synaptogenesis, and angiogenesis, whereas those for white matter change are myelin modeling and formation, fiber organization, and angiogenesis [ 30 ]. Recent studies using MRI technique for brain imaging have demonstrated video gaming effects on neuroplasticity. Earlier imaging studies using cross-sectional and longitudinal methods have shown that playing video games affects the brain structure by changing the grey matter [ 31 , 32 , 33 ], white matter [ 34 , 35 ], and functional connectivity [ 36 , 37 , 38 , 39 ]. Additionally, a few intervention studies have demonstrated that playing video games changed brain structure and functions [ 40 , 41 , 42 , 43 ].

The earlier review also found a link between neural correlates of video gaming and cognitive function [ 19 ]. However, that review used both experimental and correlational studies and included non-healthy participants, which contrasts to this review. The differences between this and the previous review are presented in Table 1 . This review assesses only experimental studies conducted of healthy participants. Additionally, the cross-sectional and longitudinal studies merely showed an association between video gaming experiences and the brain, showing direct effects of playing video games in the brain is difficult. Therefore, this systematic review specifically examined intervention studies. This review is more specific as it reviews intervention and MRI studies on healthy participants. The purposes of this systematic review are therefore to evaluate the beneficial effects of video gaming and to assess the methodological quality of recent video gaming intervention studies.

Differences between previous review and current review.

DifferencePrevious ReviewCurrent Review
Type of reviewed studiesExperimental and correlational studiesExperimental studies only
Neuroimaging technique of reviewed studiesCT, fMRI, MEG, MRI, PET, SPECT, tDCS, EEG, and NIRSfMRI and MRI only
Participants of reviewed studiesHealthy and addicted participantHealthy participants Only

CT, computed tomography; fMRI, functional magnetic resonance imaging; MEG, magnetoencephalography MRI, magnetic resonance imaging; PET, positron emission tomography; SPECT, single photon emission computed tomography; tDCS, transcranial direct current stimulation; EEG, electroencephalography; NIRS, near-infrared spectroscopy.

2. Materials and Methods

2.1. search strategy.

This systematic review was designed in accordance with the PRISMA checklist [ 44 ] shown in Appendix Table A1 . A literature search was conducted using PubMed and Google Scholar to identify relevant studies. The keywords used for the literature search were combinations of “video game”, “video gaming”, “game”, “action video game”, “video game training”, “training”, “play”, “playing”, “MRI”, “cognitive”, “cognition”, “executive function”, and “randomized control trial”.

2.2. Inclusion and Exclusion Criteria

The primary inclusion criteria were randomized controlled trial study, video game interaction, and MRI/fMRI analysis. Studies that qualified with only one or two primary inclusions were not included. Review papers and experimental protocols were also not included. The secondary inclusion criteria were publishing after 2000 and published in English. Excluded were duration of less than 4 weeks or unspecified length intervention or combination intervention. Also excluded were studies of cognition-based games, and studies of participants with psychiatric, cognitive, neurological, and medical disorders.

2.3. Quality Assessment

Each of the quality studies was assessed using Delphi criteria [ 45 ] with several additional elements [ 46 ]: details of allocation methods, adequate descriptions of control and training groups, statistical comparisons between control and training groups, and dropout reports. The respective total scores (max = 12) are shown in Table 3. The quality assessment also includes assessment for risk of bias, which is shown in criteria numbers 1, 2, 5, 6, 7, 9, and 12.

2.4. Statistical Analysis

Instead of a meta-analysis study, a systematic review of the video game training/video gaming and the effects was conducted because of the variation in ranges of participant age, video game genre, control type, MRI and statistical analysis, and training outcomes. Therefore, the quality, inclusion and exclusion, control, treatment, game title, participants, training period, and MRI analysis and specification of the studies were recorded for the respective games.

The literature search made of the databases yielded 140 scientific articles. All scientific articles were screened based on inclusion and exclusion criteria. Of those 140 scientific articles, nine were eligible for the review [ 40 , 41 , 42 , 43 , 47 , 48 , 49 , 50 , 51 ]. Video gaming effects are listed in Table 2 .

Summary of beneficial effect of video gaming.

AuthorYearParticipant AgeGame GenreControlDurationBeneficial Effect
Gleich et al. [ ]201718–363D adventurepassive8 weeksIncreased activity in hippocampus
Decreased activity in DLPFC
Haier et al. [ ]200912–15puzzlepassive3 monthsIncreased GM in several visual–spatial processing area
Decreased activity in frontal area
Kuhn et al. [ ]201419–293D adventurepassive8 weeksIncreased GM in hippocampal, DLPFC and cerebellum
Lee et al. [ ]201218–30strategyactive8–10 weeksDecreased activity in DLPFC
8–11 weeksNon-significant activity difference
Lorenz et al. [ ]201519–273D adventurepassive8 weeksPreserved activity in ventral striatum
Martinez et al. [ ]201316–21puzzlepassive4 weeksFunctional connectivity change in multimodal integration system
Functional connectivity change in higher-order executive processing
Roush [ ]201350–65rhythm danceactive24 weeksIncreased activity in visuospatial working memory area
Increased activity in emotional and attention area
passiveSimilar compared to active control-
West et al. [ ]201755–753D adventureactive24 weeksNon-significant GM difference
passiveIncreased cognitive performance and short-term memory
Increased GM in hippocampus and cerebellum
West et al. [ ]201818–29FPSactive8 weeksIncreased GM in hippocampus (spatial learner *)
Increased GM in amygdala (response learner *)
Decreased GM in hippocampus (response learner)

Duration was converted into weeks (1 month = 4 weeks); DLPFC, dorsolateral prefrontal cortex; GM, grey matter; FPS, first person shooting. * Participants were categorized based on how they played during the video gaming intervention.

We excluded 121 articles: 46 were not MRI studies, 16 were not controlled studies, 38 were not intervention studies, 13 were review articles, and eight were miscellaneous, including study protocols, non-video gaming studies, and non-brain studies. Of 18 included scientific articles, nine were excluded. Of those nine excluded articles, two were cognitive-based game studies, three were shorter than 4 weeks in duration or were without a specified length intervention, two studies used a non-healthy participant treatment, and one was a combination intervention study. A screening flowchart is portrayed in Figure 1 .

An external file that holds a picture, illustration, etc.
Object name is brainsci-09-00251-g001.jpg

Flowchart of literature search.

3.1. Quality Assessment

The assessment methodology based on Delphi criteria [ 45 ] for the quality of eligible studies is presented in Table 3 . The quality scores assigned to the studies were 3–9 (mean = 6.10; S.D. = 1.69). Overall, the studies showed fair methodological quality according to the Delphi criteria. The highest quality score of the nine eligible articles was assigned to “Playing Super Mario 64 increases hippocampal grey matter in older adult” published by West et al. in 2017, which scored 9 of 12. The scores assigned for criteria 6 (blinded care provider) and 7 (blinded patient) were lowest because of unspecified information related to blinding for those criteria. Additionally, criteria 2 (concealed allocation) and 5 (blinding assessor) were low because only two articles specified that information. All articles met criteria 3 and 4 adequately.

Methodological quality of eligible studies.

AuthorYearQ1Q2Q3Q4Q5Q6Q7Q8Q9Q10Q11Q12Score
Gleich et al. [ ]20171011000001116
Haier et al. [ ]20091011000001105
Kuhn et al. [ ]20141011000001105
Lee et al. [ ]20120011000011116
Lorenz et al. [ ]20151011000101117
Martinez et al. [ ]20130011000000103
Roush [ ]20131111100011007
West et al. [ ]20171111000111119
West et al. [ ]20180011100111017
Score 629920034875

Q1, Random allocation; Q2, Concealed allocation; Q3, Similar baselines among groups; Q4, Eligibility specified; Q5, Blinded assessor outcome; Q6, Blinded care provider; Q7, Blinded patient; Q8, Intention-to-treat analysis; Q9, Detail of allocation method; Q10, Adequate description of each group; Q11, Statistical comparison between groups; Q12, Dropout report (1, specified; 0, unspecified).

3.2. Inclusion and Exclusion

Most studies included participants with little or no experience with gaming and excluded participants with psychiatric/mental, neurological, and medical illness. Four studies specified handedness of the participants and excluded participants with game training experience. The inclusion and exclusion criteria are presented in Table 4 .

Inclusion and exclusion criteria for eligible studies.

AuthorYearInclusionExclusion
i1i2i3e1e2e3e4e5
Gleich et al. [ ]201710011111
Haier et al. [ ]200910111100
Kuhn et al. [ ]201410011111
Lee et al. [ ]201211011010
Lorenz et al. [ ]201511010011
Martinez et al. [ ]201311111001
Roush [ ]201300100100
West et al. [ ]201711011110
West et al. [ ]201810011100
total 84387654

i1, Little/no experience in video gaming; i2, Right-handed; i3, Sex-specific; e1, Psychiatric/mental illness; e2, Neurological illness; e3, Medical illness; e4, MRI contraindication; e5, experience in game training.

3.3. Control Group

Nine eligible studies were categorized as three types based on the control type. Two studies used active control, five studies used passive control, and two studies used both active and passive control. A summary of the control group is presented in Table 5 .

Control group examined eligible studies.

ControlAuthorYear
Active controlLee et al. [ ]2012
West et al. [ ]2018
Passive controlGleich et al. [ ]2017
Haier et al. [ ]2009
Kuhn et al. [ ]2014
Lorenz et al. [ ]2015
Martinez et al. [ ]2013
Active–passive controlRoush [ ]2013
West et al. [ ]2017

3.4. Game Title and Genre

Of the nine eligible studies, four used the same 3D adventure game with different game platforms, which were “Super Mario 64” original and the DS version. One study used first-person shooting (FPS) shooting games with many different game titles: “Call of Duty” is one title. Two studies used puzzle games: “Tetris” and “Professor Layton and The Pandora’s Box.” One study used a rhythm dance game: Dance Revolution. One study used a strategy game: “Space Fortress.” Game genres are presented in Table 6 .

Genres and game titles of video gaming intervention.

GenreAuthorYearTitle
3D adventureGleich et al. [ ]2017Super Mario 64 DS
Kuhn et al. [ ]2014Super Mario 64
Lorenz et al. [ ]2015Super Mario 64 DS
West et al. [ ]2017Super Mario 64
FPSWest et al. * [ ]2018Call of Duty
PuzzleHaier et al. [ ]2009Tetris
Martinez et al. [ ]2013Professor Layton and The Pandora’s Box
Rhythm danceRoush [ ]2013Dance Revolution
StrategyLee et al. [ ]2012Space Fortress

* West et al. used multiple games; other games are Call of Duty 2, 3, Black Ops, and World at War, Killzone 2 and 3, Battlefield 2, 3, and 4, Resistance 2 and Fall of Man, and Medal of Honor.

3.5. Participants and Sample Size

Among the nine studies, one study examined teenage participants, six studies included young adult participants, and two studies assessed older adult participants. Participant information is shown in Table 7 . Numbers of participants were 20–75 participants (mean = 43.67; S.D. = 15.63). Three studies examined female-only participants, whereas six others used male and female participants. Six studies with female and male participants had more female than male participants.

Participant details of eligible studies.

CategoryAuthorYearAgeSample SizeRatio (%)Detail
LowestHighestRangeFemaleMale
TeenagerHaier et al. [ ]2009121534470.4529.54Training ( 24)
Control ( 20)
Young adultGleich et al. [ ]2017183618261000Training ( 15)
Control ( 11)
Kuhn et al. [ ]20141929104870.829.2Training ( 23)
Control ( 25)
Lee et al. [ ]20121830127561.438.6Training A ( 25)
Training B ( 25)
Control ( 25)
Lorenz et al. [ ]201519278507228Training ( 25
Control ( 25)
Martinez et al. [ ]201316215201000Training ( 10)
Control ( 10)
West et al. [ ]20181829114367.432.5Action game ( 21)
Non-action game ( 22)
Older adultRoush [ ]2013506515391000Training ( 19)
Active control ( 15)
Passive control ( 5)
West et al. [ ]20175575204866.733.3Training ( 19)
Active control ( 14)
Passive control ( 15)

3.6. Training Period and Intensity

The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .

Periods and intensities of video gaming intervention.

AuthorYearLength (Week)Total HoursAverage Intensity (h/Week)
Gleich et al. [ ]2017849.56.2
Haier et al. [ ]200912181.5
Kuhn et al. [ ]2014846.885.86
Lorenz et al. [ ]20128283.5
Lee et al. [ ]20158–11 *27n/a
Martinez et al. [ ]20134164
Roush [ ]201324nsn/a
West et al. [ ]201724723
West et al. [ ]20188.49010.68

The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.

3.7. MRI Analysis and Specifications

Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.

MRI analysis details of eligible studies.

MRI AnalysisAuthorYearContrastStatistical ToolStatistical Method Value
RestingMartinez et al. [ ]2013(post- > pre-training) > (post>pre-control)MATLAB; SPM8TFCE uncorrected<0.005
StructuralHaier et al. * [ ]2009(post>pre-training) > (post>pre-control)MATLAB 7; SurfStatFWE corrected<0.005
Kuhn et al. [ ]2014(post>pre-training) > (post>pre-control)VBM8; SPM8FWE corrected<0.001
West et al. [ ]2017(post>pre-training) > (post>pre-control)BpipeUncorrected<0.0001
West et al. [ ]2018(post>pre-training) > (post>pre-control)BpipeBonferroni corrected<0.001
TaskGleich et al. [ ]2017(post>pre-training) > (post>pre-control)SPM12Monte Carlo corrected<0.05
Haier et al. * [ ]2009(post>pre-training) > (post>pre-control)SPM7FDR corrected<0.05
Lee et al. [ ]2012(post>pre-training) > (post>pre-control)FSL; FEATuncorrected<0.01
Lorenz et al. [ ]2015(post>pre-training) > (post>pre-control)SPM8Monte Carlo corrected<0.05
Roush [ ]2013post>pre-trainingMATLAB 7; SPM8uncorrected=0.001

* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.

Resting-State MRI specifications of eligible studies.

AuthorYearResting StateStructural
ImagingTR (s)TE (ms)SliceImagingTR (s)TE (ms)Slice
] 2013gradient-echo planar image328.136T1-weighted0.924.2158

Structural MRI specifications of eligible studies.

AuthorYearImagingTR (s)TE (ms)
Kuhn et al. [ ]20143D T1 weighted MPRAGE2.54.77
West et al. [ ]20173D gradient echo MPRAGE2.32.91
West et al. [ ]20183D gradient echo MPRAGE2.32.91

Task-Based MRI specifications of eligible studies.

AuthorYearTaskBOLDStructural
ImagingTR (s)TE (ms)SliceImagingTR (s)TE (ms)Slice
Gleich et al. [ ]2017win–loss paradigmT2 echo-planar image23036T1-weighted2.54.77176
Haier et al. [ ]2009TetrisFunctional echo planar 229ns5-echo MPRAGE2.531.64; 3.5; 5.36; 7.22; 9.08ns
Lee et al. [ ]2012game controlfast echo-planar image225nsT1-weighted MPRAGE1.83.87144
Lorenz et al. [ ]2015slot machine paradigmT2 echo-planar image23036T1-weighted MPRAGE2.54.77ns
Roush [ ]2013digit symbol substitutionfast echo-planar image22534diffusion weighted imagensnsns

All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.

4. Discussion

This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.

4.1. Participant Age

Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].

Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].

4.2. Beneficial Effects

Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.

Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].

The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].

Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].

Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].

4.3. Duration

Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.

4.4. Criteria

Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.

4.5. Limitations and Recommendations

Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.

Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].

Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.

Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.

5. Conclusions

The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.

Acknowledgments

We would like to thank all our other colleagues in IDAC, Tohoku University for their support.

PRISMA Checklist of the literature review.

Section/Topic #Checklist Item Reported on Page #
Title 1Identify the report as a systematic review, meta-analysis, or both. 1
Structured summary 2Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. 1
Rationale 3Describe the rationale for the review in the context of what is already known. 1, 2
Objectives 4Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). 2
Protocol and registration 5Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. 2
Eligibility criteria 6Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. 2
Information sources 7Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. 2
Search 8Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. 2
Study selection 9State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). 3
Data collection process 10Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. 3
Data items 11List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. 3
Risk of bias in individual studies 12Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. 2
Summary measures 13State the principal summary measures (e.g., risk ratio, difference in means). -
Synthesis of results 14Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. -
Risk of bias across studies 15Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). -
Additional analyses 16Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. -
Study selection 17Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. 3,5
Study characteristics 18For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. 5-11
Risk of bias within studies 19Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). 5,6
Results of individual studies 20For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. 4
Synthesis of results 21Present results of each meta-analysis done, including confidence intervals and measures of consistency. -
Risk of bias across studies 22Present results of any assessment of risk of bias across studies (see Item 15). -
Additional analysis 23Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). -
Summary of evidence 24Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). 12,13
Limitations 25Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). 13
Conclusions 26Provide a general interpretation of the results in the context of other evidence, and implications for future research. 14
Funding 27Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. 14

For more information, visit: www.prisma-statement.org .

Author Contributions

D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.

Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).

Conflicts of Interest

None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.

Effects of Video Games Essay

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Introduction

School performance, effects on social relationships.

The society has been immensely influenced by the technological changes, which are reshaping some of the activities. The emerging technologies in one way or another have affected every member of society, irrespective of age.

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.

Although this trend may have a positive impact on the lives of the concerned children as far as their knowledge of computer is concerned, there are various negative impacts.

Various educationists have confirmed that outdoor plays are very important to the development and growth of children.

It helps them develop socially as they meet with their friends and learn to share discussions, get involved in physical activities and develop physically through such games. The paper talks about some of the negative effects of computer games (Finkel, 1995).

It is established through research that computer games do not help children grow academically. In fact, computer games contribute to inactivity of body cells, which might lead to oversight hence causing diseases such as hypertension and diabetes.

Moreover, indoor games contribute to poor academic performance among students because most of the time is spend on useless games that do not offer any academic lessons.

Lastly, computer games lead to the development of antisocial behavior whereby a student is not interested in interacting with his or her peers.

Available literature shows that more children are growing obese owing to the fact that they spend little time exercising and engage frequently with the computer.

Research shows that children who take part in physical exercises are more healthy, intelligent, and active in class. The study conducted by American Heart Association proved that children are contracting heart diseases mainly because of lack of physical activity.

The research indicated that the number of obese children increased by four percent in 1974. Those affected were children aged six to eleven years.

However, the percentage increase could not be compared with the study conducted in 2006 whereby the increase rate was seventeen percent. As from 1971 to 2006, the number of adolescents thought to be obese increased from 6.1 percent to 17.6 percent.

The percentage increase was shocking. Furthermore, the increase was attributed to lack of physical activity and video games (Wiegman, & van Schie, 1998).

Overweight is a costly condition that leads to a number of illnesses among school going children. According to experts at the University of Michigan, obese children have higher risks of contracting diseases such as diabetes, heart diseases, and high blood pressure.

Other illnesses associated with overweight include high cholesterol levels in the body, hyperlipidemia, sleep apnea, respiratory problems, gastrointestinal malfunctions, early adolescence, and finally mental problems.

Studies show that obese children tend to have a low sense of worth and despair.

As AHA records show, obese children are likely to be obese when they attain the adulthood age. This would even cause more problems because they would be exposed to a number of diseases.

A study conducted by Media Literacy Clearinghouse indicated that children had developed a habit towards computer games. Video games had gained relevance among children aged eight and eighteen years to an extent that the rate at which children played computer games rose from an average of 26 minutes in 1999 to 73 minutes in 2009.

Generally, the rate at which children interacted with the computer daily rose from six hours in 1999 to seven hours in 2009. A report compiled in 2004 at the University Hospital of Zurich revealed that a strong link between obesity and video games exist.

It can be concluded that video games do not help children in any way but instead it affects their health. Video games interfere with the children’s eating habits because such children would tend to consume food with high calories.

In this regard, parents need to monitor the behavior of their children as regards to physical fitness.

In the United States, a study conducted to ascertain the effects of computer games on the performance of students proved that PlayStations and other video games such as Xbox Video affects the concentration of children in class.

Furthermore, the study revealed that children who are like using playing video games could not compete favorably with those who prefer physical games. One of the researchers was quoted saying that the performance of students who engage in physical exercises will always improve with time.

Boys are affected more by the new trend since they would rarely improve in class. Their performance would always remain stagnant for a period.

Moreover, boys cannot develop skills that would help them to read and write well in case they are allowed to interact with the computer frequently (Sakurai, 1984).

It should be noted that video games might not necessarily cause poor performance among school going children but the time spent in watching the games or playing them would consume the time that a student would be expected to read, do some homework, and write a good composition.

Definitely, a student would register a poor grade in case he or she does not engage in a serious research. Video games have a tendency of instilling negative reading attitudes to students. This is because a student would find reading a storybook or solving a mathematics problem boring.

Video games are very fast and demand a higher concentration unlike other academic activities that need time for conceptualization. In a joint study conducted in Australia, researchers concluded that video games affect the performance of students in many ways.

Students who spend time playing video games would always perform dismally in class. In fact, the study revealed that computer games do not help children perform well in any of the subjects. This is because students who spend time watching and playing computer games would always score low in each subject.

This research contradicts some of the assumptions that computer games help children to perform well in some subjects. The Australian study revealed that there is no single positive correlation between academic performance and computer games.

Video games are known to influence the cognitive and educational dexterities of children. Moreover, the games can as well as define the children’s social relationships. In a traditional setting, the relationship between the child and the parent or other senior members of society is clearly defined.

The video games have changed meaning that social relations are no longer the same. Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children.

In the current society, the rate at which conflicts occur in society has increased. Youths are currently violent because of the new games. The main objective of video games, according to Nintendo and Sega Genesis Center, is violence.

Any game played by children via the computer does not have anything new other than violent content. The companies specializing in selling computer games would convince parents that the games are non-violent but in the real sense, they are not.

A study conducted in 1998 confirmed that many children, over 80%, were familiar to a violent game referred to as Duke Nukem. Unfortunately, only 5% of parents were aware of the game meaning that children are access even those games that are supposed to be accessed by only the adults.

This trend affects the social life of children. In 1999, students at Columbine High School in Littleton, Colorado engaged in a destructive demonstration mainly because of the influence of computer games.

Students shot at their fellow teens and other people because they experienced it through video games. Such kind of behavior is destructive because it could lead to social anomy (Griffith, 1999).

Studies across the world indicate that violent video games increase an individual’s hostility and aggression. Aggressive games would lead to a habit whereby students prefer to play the games rather than engage in physical exercises.

This is even related to overweight. Children who are used to video games tend to be indifferent and unresponsive to the sufferings of other children. They would easily bully their fellow students without mercy.

Finkel, S. (1995). Causal analysis with panel data. Thousand Oaks, CA: Sage

Griffith, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior , 4(2), 203-212.

Sakurai, S. (1984). Construction of the Social Desirability Scale for Children. Japanese Journal of Educational Psychology , 32(2), 310-314.

Wiegman, O., & van Schie, E. (1998). Video game playing and its relations with aggressive and pro-social behavior. British Journal of Social Psychology , 37(2), 367- 378.

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Bibliography

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American Psychological Association Logo

Video game play may provide learning, health, social benefits, review finds

February 2014, Vol 45, No. 2

Print version: page 10

Playing video games, including violent shooter games, may boost children’s learning, health and social skills.

Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research in American Psychologist .

The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings later this year.

"Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored," says Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands, lead author of the article. "However, to understand the impact of video games on children's and adolescents' development, a more balanced perspective is needed."

While one widely held view maintains that playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games, which are often violent, the authors found. A 2013 meta-analysis found that playing shooter video games improved a player's capacity to think about objects in three dimensions just as well as academic courses designed to enhance these same skills, according to the study.

"This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics," Granic says.

This enhanced thinking was not found when playing other types of video games, such as puzzles or role-playing games.

Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.

Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic. The authors also highlighted the possibility that video games are effective tools for learning resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.

Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend, and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.

— Lisa Bowen

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Living Better

Worried about your kids' video gaming here's how to help them set healthy limits.

Yuki Noguchi

Yuki Noguchi

Video games can be both beneficial and risky for teens. Parent can guide them better if they explore their games with them.

I grew up in the 1980s and '90s with parents who strictly controlled my "screen time," which almost exclusively meant TV back then, as well as a pocket game that died when I was 10 and was never replaced. Like many in my generation, I absorbed a general sense that video games, like TV, were frivolous brain rot.

Now, my two boys, ages 12 and 13, are growing up in a digital world in a way I did not. Their generation lives online, spending more hours in virtual spaces since the pandemic began.

I'm lucky: My sons are hardworking and kind to their chronically frazzled single mother. They make raising them as easy and joyful as adolescence could possibly allow.

But still, our house rules about video games are arbitrary and our disputes over them constant. No amount of yelling "No games on school nights!" or "Not before dinner!" has worked, or inspired them to learn a new skill instead.

I feel like I'm flying blind when it comes to regulating their game use and I know I'm not alone. Many parents worry that they should be doing more to limit online play.

Want to understand your adolescent? Get to know their brain

Shots - Health News

Want to understand your adolescent get to know their brain.

But as I learned from talking to numerous experts — psychologists, game designers and researchers — the impact of video games is more nuanced than that of other kinds of screen time, like social media. In fact, some research shows it can have positive effects, like promoting problem solving, or teamwork and communication.

Here are these experts' insights and advice for how to optimize the upsides of gaming and protect kids from potential hazards.

Video games are different from other screen time in crucial ways — and have some benefits

"Screen time" is an outdated concept. Kids study, play video games, use social media and watch videos on screens, but those do not all have the same developmental impact. Video games, in fact, do not show the kind of negative behavioral or emotional effects researchers correlate with social media use, says Kelli Dunlap , a clinical psychologist and community director for Take This, a mental health advocacy group within the gaming community.

"Research has shown again and again and again, time spent playing video games is not predictive of mental health outcomes," she says.

One reason for the difference in impact may be that social media is primarily about marketing, or comparing oneself to others, while gaming is generally about socializing with friends, solving a puzzle, or engaging in competition.

In fact, Dunlap says, parents often overlook some benefits of games: "They're a tool. You can use games to improve your social connection, to practice feeling emotions we normally avoid, like guilt or grief or shame. A lot of games bring those feelings out in us, and they give us a space to play with those feelings."

Games that involve joint projects like a battle or a quest can help develop useful social skills, says Peter Etchells, a research psychologist at Bath Spa University in the U.K. "It requires very kind of precise team-building," he says. "It requires thinking about timings and placement and good communication skills to coordinate with people. It's doing that kind of coordinated work that's really useful for all sorts of things."

Teens say social media is stressing them out. Here's how to help them

Teens say social media is stressing them out. Here's how to help them

Help kids prioritize offline activities so gaming doesn't subsume them.

Children need some limits on their gaming, especially if it begins to crowd out other essential or healthy activities, many experts warn, like schoolwork and sleep in particular.

"Screen time is a hard thing to quantify," says Michael Rich, a pediatrician and director of the Center on Media and Child Health at Boston Children's Hospital. "What is easier to quantify — and probably more in line with what is developmentally optimal — is quantifying non-screen time."

He advises parents to watch that family meals, chores, and outdoor or in-person play do not get subsumed into game time.

Kids also benefit from having periods of lower stimulation, away from technology, Rich says. "I want to bring back boredom," Rich argues, because that can also lead to imaginative play.

You need to start gaming with your kids

Every expert I spoke with recommended playing video games with your child to figure out what might specifically be motivating them to play — the needs the game might fill for them.

Online chess, for example, is a different experience than a multiplayer game with friends. Shy children might find it easier to socialize in games. Another child might regard it as stress relief. Some children may use games as a place to escape or process a difficult situation.

Boston Children's Rich says most things parents worry about with games — stranger danger, violence, sexuality — can be addressed by simply exploring the game through their eyes.

Best games of 2022 chosen by NPR

Join The Game

Best games of 2022 chosen by npr.

"What's happening is that you are saying, 'I love you, I respect you, I want to understand what is engaging you here,'" says Rich. "You're entering that space with a very different stance, that of essentially the student. You will get a sense for what the game is."

If you've noticed your kids yell, scream or cry about something that happened in a game, don't be disturbed, experts say. A child's reactions to emotions and interpersonal dynamics are real, even if the play itself takes place virtually, or on a device. Experts say outbursts during game play do not mean your child is more likely to act violently in real life.

Video games are like other spaces where your kids spend time. Ask yourself: Is it safe? Who else is there?

Games are social spaces — good or bad things can happen there — just as in real life. Think about the games your kids play as just another kind of space where you're letting them hang out, several experts suggested.

For example: If you have a 5-year-old, you wouldn't drop your child off alone at a mall, where strangers might approach. Now you might drop off your teen at the mall, but not before discussing who they're hanging out with, what they plan to do, and perhaps an agreement about when to come home for dinner. The same general principles can apply to teens who game.

Parents should ask themselves: Does the game culture itself seem conducive to age-appropriate behavior? Games with female characters with exaggerated sexual features, for example, might subject a child to sexual harassment.

If you don't like what you're seeing in a game, remember that outright bans and restrictions tend to backfire with adolescents. It's more vital to keep communication lines open, says Dunlap and other experts, so if something bad happens within the game, you can help them process or deal with it.

Watch for "dark designs" or designs that fuel nonstop playing

Be on the watch for certain "dark patterns" or "dark designs" in games, say several gaming experts. These terms refer to software or algorithms written to elicit certain negative behaviors in their users.

One of the most common is in-game purchases that can border on extortion, says Max Birk, an industrial-design researcher at Eindhoven University of Technology in the Netherlands. "It's important because it changes what the emphasis of the game designers is," he says.

Games fueled by in-game purchases (as opposed to games you buy up front, like NBA2K or Dance Dance Revolution) tend to have a financial stake in keeping children engaged for long periods of time. These games make it very easy to start a new game, or create steep incentives to keep players coming back.

Birk suggests talking to your kids about the game structure and directing them toward games that are more about story lines, or that have natural ending points that can allow the kid to wind down game play on their own.

Monitor games for toxic culture and harassment

Toxic culture and comments can thrive in certain games because parents are not monitoring those spaces. That often takes the form of harassment of female gamers. The onus is on parents of boys, especially, to make sure that they treat people equitably online, and to stand up against any sexist or misogynistic talk, says Jesse Fox, a communications professor at Ohio State University.

Remind your kids that rules about respectful behavior apply online as they do in life. "Gaming culture and gaming norms are going to imprint on their idea of normal behavior, what's acceptable behavior," Fox says. That's why it is critical for parents to monitor that play space — listen to conversations, keep the screen within public view.

Find the spaces that are safer and more inclusive by design. Fortnite, Fox notes, is an example of a game that has a huge diversity of characters in game, because it's trying to appeal to a very broad audience. That diversity makes it harder to distinguish players by race or gender.

Watch for these gaming red flags

For many children, gaming can be positive, but it's a good idea to keep an eye out for these signs of problematic game use.

Excessive spending in games: The game's financial incentives might be to keep your child engaged and encourage — even try to coerce — their characters into spending money to advance. Teach your child to recognize these kinds of tactics and redirect them to games where the game itself is the primary focus.

Negative reactions or anxiety over gaming friends: If your kid is repeatedly having big emotional reactions to the game, check in and figure out what elements of the game are so upsetting. Then redirect them to games and spaces that don't have these elements. Find single-player games to take a break from social dynamics.

Too little sleep: If your child is playing late into the night or turning up groggy in the morning, their game use might be out of hand. Make sure the child cannot access games all night long. Often, it's not the desire to play the game itself, but the social pressure to not miss out on experiences with friends that will keep them online, U.K. researcher Peter Etchells says. So shut down other technology as well, preferably well before bedtime.

  • video games
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  • video games for kids

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How did Raygun qualify for the Olympics? Is she really the best Australia has to offer?

are video games good or bad for you essay

By Mawunyo Gbogbo

ABC Entertainment

Topic: Olympic Games

Raygun performs at the Paris Olympics

Rachael "Raygun" Gunn did not score a single point at the Paris Olympics. ( Getty Images: Elsa )

Since Australian breaker Rachael "Raygun" Gunn failed to score a single point in any of her Olympic bouts, many have asked how she qualified for the Games.

Fellow breaker and anthropologist Lucas Marie says she won her qualification "fair and square" last year, but African American man Malik Dixon has criticised the Olympic body for letting her in.

What's next?

Breaking will not be an event at the 2028 Los Angeles Olympic Games — a decision made before Raygun's performance.

The 2024 Paris Olympics marked breaking's debut as a sport at the global event, with 36-year-old lecturer and breaker Rachael "Raygun" Gunn representing Australia for the first time.

Having failed to win a single point in any of her Olympic bouts, Raygun quickly became a viral sensation.

The question on many people's minds now is: How did she even qualify?

Lucas Marie is a breaker who has competed, performed, taught and judged breaking competitions over the past 25 years. He's also an anthropologist who recently co-authored an article with Gunn.

He says the answer to that question is simple.

A black and white close-up image of Lucas Marie smiling.

Lucas Marie recently co-authored an article with Raygun. ( Supplied )

"There was an Oceania qualifier in which any B-boy or B-girl from Australia [or] New Zealand could enter, and that was in Sydney in October 2023," he told ABC News.

"And leading up to that, there were a lot of other events in which breakers were competing.

"She won those battles fair and square and won the qualification in Sydney.

"And it wasn't really a surprise to anyone. 

"She's been fairly consistent, winning or coming second or third at a lot of breaking events in Australia for the last five to 10 years."

Marie said there was nothing out of the ordinary about Raygun's performance.

"It's not like gymnastics where there's this kind of agreed-upon standard," he said.

"It's always had a rawness to it. It's always had an improvisational kind of quality. And I think looking different and trying different stuff has always been celebrated.

"And I think Raygun, in a way, was just expressing a core kind of hip hop trait in a way a lot of breakers do."

He described her efforts as bold.

"I thought — and this is how I judge a lot of breaking events — I thought, 'Oh, she's making some really interesting choices to mimic Australian animals.' And you can kind of see the choices that she's making in the moment."

Is she the best Australia has to offer?

Team Australia chef de mission Anna Meares insisted after Raygun's performance that she was the best breaker the country had to offer. But is this true?

A man in purple pants doing a handstand.

Lucas Marie has competed, performed, taught and judged breaking competitions for more than 25 years. ( Supplied: momentsby.naz )

"It's sometimes just who's performing better on the day," Marie said.

"And at the qualification event in which she won, and other events in which she's won, she performed better on that day and won the ticket.

"That doesn't mean she's the best. It doesn't really work like that.

"I think she's a great breaker. She won the qualification. She's won other events in the past, and she was a good representative for Australia at that competition."

Asked whether there were B-girls in Perth, regional Victoria or rural Brisbane who might have qualified but could not afford to travel to Sydney for the tryouts, Marie agreed this was possible.

"Of course, there's breakers all over the country that maybe should have been in that event, but they weren't."

Breaking will not carry over to the 2028 Olympics in Los Angeles, a decision made before Raygun's battle.

Marie described this as sad.

"Maybe, based on the ratings, they'll reassess that and maybe allocate some medals to breaking," he said.

"I really hope that's the case, and I hope that for other breakers who want to compete in it as a dance sport."

Marie said that at the end of the day people should remember they were dealing with a human.

"As a friend of Rachael's, there's a human being who's getting a lot of negative attention," he said.

"I think people kind of miss that sometimes and forget the human aspect of all this."

'Toying with the culture'

Malik Dixon is an African American who has been living in Australia for more than a decade and is a Sydney University graduate.

He said Raygun made a total "mockery" out of breaking at the Olympics.

A blurry image of Malik Dixon wearing a blue shirt reading "CHAPEL HILL".

Malik Dixon says too many people feel entitled to African American culture. ( Supplied )

"She was dressed like a member of the cricket team or an Australian PE teacher, and from that point it just seemed like satire," Mr Dixon told ABC News.

"It just looked like somebody who was toying with the culture and didn't know how culturally significant it was being the first time in the Olympics and just how important it was to people who really cherish hip hop and one of the elements of hip hop, which is breakdancing.

"It made me think, was Borat her breakdancing coach?"

Mr Dixon said too many people felt entitled to African American culture.

"The African American space has been one where we've shared our community so much and without any restraints, any barriers, roadblocks, obstacles, any gatekeepers, that essentially what should have been African American cultural capital is just shared, which is cool," he said. 

"We like to share, right? 

"We shared 400 years of free labour.

"To see Rachael in her attempt to be a part of the culture just be grossly underwhelming made it seem like she didn't take it seriously."

Olympics body criticised for Raygun qualification

Mr Dixon criticised the body that qualified Raygun, saying she devalued breaking with her performance.

"Whatever governing body nominated her as Australia's entrant into the Olympics either did not understand the assignment or didn't really believe in the integrity or significance of breakdancing, because if they did they would just say, rather than disrespect the culture, we're just not ready to send an applicant this year."

He said Raygun was extremely audacious and not self-aware.

"You've got to know your role, know your position, know your limitation," he said. 

"And I think that part of privilege is saying that there are no limits to what I can do. 

"Part of privilege is having the authority to say that there are no limits and there are no requirements, there are no prerequisites to what I can do."

Raygun's degrees do not hold much water with Mr Dixon.

"Due to consumerism, this Foundational Black American product, which is hip hop, is global," he said.

"And even people who have no connection to any African Americans or any local or regional things that come out in these songs, they have become a part of the whole experience now.

"If I came in and said that I was an authority on Greek music and I was going against the grain of what the mainstream Greek musicians thought, or the school of thought, and I've said that I was the authority, people would check me on that.

"If I had a PhD in sprinting, does that qualify me to go against Noah Lyles? No, it doesn't."

He also doubts Raygun was the best breaker Australia had to offer.

"[There's] got to be somebody out here that's better than that! The kangaroo! The sprinkler! She did the sprinkler out there, man!" he said.

Should everybody just lighten up?

Should we lighten up? Mr Dixon does not believe so.

"Larrikinism is used as a get-out-of-jail-free card and to escape responsibility of how words or actions impact a hurt person," he said.

"But when the majority culture is offended, there's no playing around.

"This is a part of my culture, and I don't think Australians are in a place to tell me how I should feel about breakdancing being mocked on an international stage.

"People who don't have any or limited access to black people or hip hop culture now may see Rachael and her buffoonery as a representation of hip hop and black culture.

"People who were already side-eyeing breakdancing as an Olympic sport, Rachael Gunn has put the nail in that coffin.

"This might be the most viral clip of the whole Olympics. From a comedy standpoint, she's got it, but from an Olympics perspective, its regressive."

Olympic breaking highlights: Japan's Ami beats Lithuania's Nicka to win gold medal

are video games good or bad for you essay

PARIS — A 25-year-old from Japan won the first Olympic gold medal in breaking Friday night at the 2024 Paris Games .

B-Girl Ami, whose legal name is Ami Yuasa, defeated B-Girl Nicka of Lithuania in the gold-medal battle at La Concorde, drawing oohs and aahs from the crowd with a combination of power moves and top-rocking style. 

B-Girl 671 of China defeated B-Girl India of the Netherlands to win bronze, while the two Americans in the 16-woman field, B-Girl Sunny and B-Girl Logistx , both failed to advance past the round-robin stage.

The competition started with a round-robin tournament, four groups of four breakers, with each one going two rounds against the other three in their group. From there, the top two B-Girls in each group — as determined by who won the most rounds — advanced to the quarterfinals. The quarters, semis and finals were three rounds in a traditional bracket style. 

The B-Boy competition is Saturday.

B-Girl Ami was the No. 1 ranked breaker in Olympic qualifying and showed why throughout the course of the evening, emerging from the round-robin portion without losing a single round and then toppling B-Girl Sissy of France, who had the advantage of the hometown crowd. The 25-year-old had previously been a force on the Red Bull circuit, which has historically been the pinnacle for competitive breakers. She won the Red Bull BC One event in both 2018 and 2023, when it was held in Paris.

Here are highlights from the full night of breaking.

Japan's Ami wins breaking gold medal battle

It was B-Girl Ami of Japan against B-Girl Nicka of Lithuania in the gold-medal breaking battle. And if you were watching or following along throughout the competition, that won't come as a big surprise.

With International Olympic Committee president Thomas Bach bobbing his head and clapping from the stands, Ami defeated B-Girl India in the semis, while Nicka's smooth, patient approach to her battle with B-Girl 671 of China put her through. Ami ultimately came out on top.

Where did breakdancing originate?

In the Bronx in the 1980s, DJ Kool Herc elongated the breaks in the beat – hence the term breaking – long enough for people to drop to the floor and start dancing. The breaks he invented became known as the "go off," a phrase that has found life generations after its origination. Read Chris Bumbaca's feature on the  origins of breaking  and how it spread globally.

Why is breakdancing an Olympic sport?

Breaking is part of the new wave of sports that the International Olympic Committee has ushered in as part of a broader effort to appeal to younger fans and add an urban flair to the Summer Games. It follows the addition of sports such as skateboarding and surfing, which debuted at the Tokyo 2020 Olympics.

When is breakdancing competition in the Olympics?

The B-Girls competed Friday, and the B-Boys go Saturday, Aug. 10. The breaking competitions at the 2024 Paris Games will all be televised live on E!, with the men's competition slated to begin around 10 a.m. ET on Saturday and conclude with the finals, which start at 2 p.m. ET.

Breaking bracket, semifinal results

We got down to the final four B-Girls as the sun began to set at La Concorde. B-Girl Ami (Japan) and B-girl Nicka (Lithuania) both posted dominant quarterfinal wins and went on to win their semifinals, too. They faced B-Girl India of the Netherlands and B-Girl 671 of China, respectively, in the semis. Each battle was three rounds.

  • Japan's Ami def. Netherlands' India, 2-1
  • Lithuania's Nicka def. China's 671, 2-1

Breaking bracket, quarterfinal results

Here are the scores for the quarterfinals. Each battle was three rounds.

  • Japan's Ami def. France's Syssy, 3-0
  • Netherlands' India def. Japan's Ayumi, 2-1
  • China's 671 def. Ukraine's Kate, 3-0
  • Lithuania's Nicka def. China's Ying Zi, 3-0

What are breakers signaling during battles?

As the competition heats up, it's as good a time as any to explain the reactions you might notice from one dance as the other is competing — specifically two fingers or a wag of one.

Breakers sometimes do this to signal to the judges that their opponent is repeating a move or combination of moves. As the competition progresses, the "vocabulary" category should play a larger role — effectively punishing breakers for continuing to do the same moves over and over again.

USA's Sunny Choi, Logan Edra knocked out in round-robin stage

Team USA will miss out on the podium in breaking after both of its B-Girls, Sunny and Logistx, failed to advance past the round-robin stage.

B-Girl Logistx ultimately fell victim to a brutal draw, having to go against two of the clear contenders for medals: B-Girl Nicka of Lithuania and B-Girl Syssy of France. Logistx, whose real name is Logan Edra, lost her battle to Nicka, 2-0, and needed to sweep Syssy in her third round — which was always going to be tough, given Syssy's talent and the support of a hometown crowd. They ended up splitting the two rounds, leaving Logistx just short of the top eight.

B-Girl Sunny, meanwhile, brought some artistry and character to the stage but simply couldn't match the power moves of some of her competitors. She was eliminated from quarterfinal contention even before her third battle, which she won, defeating Portugal's Vanessa, 2-0.

WHAT'S TWO PLUS SIX? 😤 Logistx gives the answer in her second round dance in breaking at the #ParisOlympics ! pic.twitter.com/fY2McZc5gz — On Her Turf (@OnHerTurf) August 9, 2024
Sunny Choi's Olympic breaking career starting in style. 🔥 #ParisOlympics pic.twitter.com/Ogzmde5Nc0 — NBC Olympics & Paralympics (@NBCOlympics) August 9, 2024
Team USA breaker Logistx put on a show in her opening routine. 😤 #ParisOlympics | E! and Peacock pic.twitter.com/nHndH0C7Dc — NBC Olympics & Paralympics (@NBCOlympics) August 9, 2024

Breaking at Olympics results, scores

Here are the round robin battle results. There were two rounds per battle, 18 total votes up for grabs, nine per round.

  • Lithuania’s Nicka 1 (11 votes) vs. France’s Syssy 1 (7 votes), Group B
  • USA’s Logistx 2 (18) vs. Australia’s Raygun 0 (0), Group B
  • Japan’s Ami 2 (17) vs. Italy’s Anti 0 (1), Group C
  • China’s Ying Zi 2 (18) vs. Morocco’s Elmamouny 0 (0), Group C
  • Japan’s Ayumi 1 (10) vs. Ukraine’s Stefani 1 (8), Group D
  • Ukraine’s Kate 2 (15) vs. France’s Carlota 0 (3), Group D
  • China’s 671 2 (16) vs. USA’s Sunny 0 (2), Group A
  • Netherlands' India 2 (15) vs. Portugal’s Vanessa 0 (3), Group A
  • Lithuania’s Nicka 2 (13) vs. USA's Logistix 0 (5), Group B
  • France’s Syssy 2 (18) vs. Australia’s Raygun 0 (0), Group B
  • Japan’s Ami 2 (18) vs. Morocco’s Elmamouny 0 (0), Group C
  • China’s Ying Zi 2 (16) vs. Italy’s Anti 0 (2), Group C
  • Ukraine’s Kate 1 (12) vs. Japan’s Ayumi 1 (6), Group D
  • Ukraine’s Stefani 2 (12) vs. France’s Carlota 0 (6), Group D
  • China’s 671 2 (14) vs. Portugal’s Vanessa 0 (4), Group A
  • Netherlands' India 2 (18) vs. USA’s Sunny 0, Group A
  • Lithuania’s Nicka 2 (18) vs. Australia’s Raygun 0 (0), Group B
  • USA’s Logistx 1 (10) vs. France’s Syssy 1 (8), Group B
  • Japan’s Ami 2 (17) vs. China’s Ying Zi 0 (1), Group C
  • Italy’s Anti 2 (16) vs. Morocco’s Elmamouny 0 (2), Group C
  • Japan’s Ayumi 2 (15) vs. France’s Carlota 0 (3), Group D
  • Ukraine’s Stefani 1 (10) vs. Ukraine’s Kate 1 (8), Group D
  • Netherlands' India 2 (15) vs. China’s 671 0 (3), Group A
  • USA’s Sunny 2 (13) vs. Portugal’s Vanessa 0 (5)

Team Refugee athlete wears ‘Free Afghan Women’ cape 

Manizha Talash, or “B-Girl Talash,” represented the Refugee Olympic Team at these Games and participated in the first battle in Olympic history during a pre-tournament qualifier. During the third round, Talash – who now resides in Spain – donned a “Free Afghan Women” cape.

The cape appeared to be a blatant violation of Rule 50 of the Olympic charter, which prohibits political protests or messaging on the field of play. The IOC, which created the Refugee Olympic Team, did not immediately reply to a request for comment. And Talash was whisked past print reporters in the mixed zone without taking questions.

"What she did on stage I think is enough," a man accompanying her said.

The Netherlands’ India Sardjoe, or “B-Girl India,” defeated Talash in the three-round pre-qualifier to eliminate the Refugee Olympic Team breaker from the competition.

Netherlands' India wins opening breaking battle

Manizha Talash, “B-Girl Talash,” represented the refugee team at these Games and participated in the first battle in Olympic history during a pre-tournament qualifier. During the third round, Talash – who now resides in Spain – donned a “Free Afghan Women” cape. 

The Netherlands’ India Sardjoe, “B-Girl India,” defeated her 27-0 in the three-round event. 

Snoop Dogg is loving the debut of breaking at the #ParisOlympics ! 👏 📺: E! and Peacock pic.twitter.com/cyQlJ3TJHD — NBC Olympics & Paralympics (@NBCOlympics) August 9, 2024

Snoop Dogg opens up breaking competition

The inaugural breaking competition began in a most fitting way: With Snoop Dogg banging a staff into the ground thrice. Before every event in Paris, a guest of honor is brought out to do what has is called the “les trois coups, s'il vous plait,” which directly translates to “three hits, please.” The ritual is a celebration of France’s theater culture, according to Eurosport. Snoop performed his duties with aplomb before the B-Girls were introduced. 

My close personal friend Snoop Dogg is here for the inaugural breaking competition at the Olympics pic.twitter.com/Z94XTzT1vV — Chris Bumbaca (@BOOMbaca) August 9, 2024

When did breaking start in the Olympics?

It became an Olympic sport for the 2024 Summer Games.

Breaking at Olympics rules, format, scoring

It’s a bit confusing — and completely new in the world of breaking. Rather than a straight-up bracket of one-on-one battles, the preliminary round will be round-robin style: Four groups of four breakers, with each one going two rounds against the other three in their group. From there, the top two B-Girls in each group — as determined by who won the most rounds — will advance to the quarterfinals. The quarters, semis and finals will all be three rounds in a traditional bracket style.

Competitors will be judged on five categories: Technique, execution, musicality, originality and vocabulary. The scoring is fairly subjective, with each judge simply voting for the B-boy or B-Girl who they think performed best in each category. There is no numerical scoring system like you might see in figure skating or gymnastics.

Vocabulary is one criteria to keep an eye on as the competition progresses. The judges want to see breakers display a variety of moves and styles across rounds. If they're doing the same stuff in the final battle that they did in the first battle, they would theoretically be dinged for that.

Breakdancing Olympics 2024 Team USA

Sunny Choi (or B-Girl Sunny) and Logan Edra (or B-Girl Logistx) will represent Team USA on the women's side. Choi won the 2023 Pan American Games, while Edra has had past success in Red Bull's international breaking competition, BC One. Sunny came in ranked 10th, while Logan clocked in at 14th, according to World DanceSport Federation .

Who picks breaking music at Olympics?

The DJ, as you would imagine, is pivotal to every breaking competition.  

“The DJ is everything,” B-boy Jeffro, whose legal name is Jeffrey Louis, said in a news conference this week. “The DJ is the vibe provider. The DJ is the one that's going to challenge you on the floor.”

The DJs for Olympic competition are DJ Fleg of the United States and DJ Plash of Poland.

The International Olympic Committee has licensed about 400 songs for use during competition this weekend, USA Breaking officials said. And Fleg and Plash said in a social media post that the songs range in variety and style, from old-school hip-hop to funk and even newly-created beats.

Sunny Choi: B-girl to watch

Sunny Choi was drunk when she first encountered breaking. She was in her first year at Penn and was feeling a bit lost, as most college freshmen do. She was out late after imbibing and she saw some dancers breaking on campus and thought, “Oh, that looks fun.” The group of dancers invited her to practice and she quickly immersed herself in the scene at Penn and in the greater Philly breaking community. The former gymnast loved being upside down, but there was more to it for her.

“Over time, I really fell in love with exploring my body’s physical limits and artistic expressions,” the 34-year-old first-time Olympian said. “I had never really done anything creative in my life before.”

Despite her love for breaking, she stuck to a corporate track for the job and financial security and worked her way up to being a creative director at Estée Lauder. But when breaking was announced as an Olympic sport, she decided to bet on herself, quite her corporate job and went all in on breaking. She's now headed to the Olympics at 34 years old. After the Games, she wants to work to open up a dance studio/community center in Queens.

Breaking moves: What to know

There’s more to it than you might think. 

The most obvious moves are known as power moves -- big flips, spins and other acrobatic elements. Then there’s “top rock,” which is the dancing and posturing that you’ll see when breakers are upright. But there are also a bunch of little elements in between -- footwork, floorwork, freezes and “get down,” which is how a breaker transitions from top rocking to the floor.

Much of breaking is in the nuances and transitions between elements. The best will be smooth in their dynamics, which is how they transition from standing up to the floor and back. And they’ll be able to do different components in opposite directions, or with slight variances to make them new.

Breaking results: Round robin Group A battles

  • China's 671 2 (16) vs. USA's Sunny 0 (2)
  • Netherlands' India 2 (15) vs. Portugal’s Vanessa 9 (3)
  • China’s 671 2 (14) vs. Portugal’s Vanessa 0 (4)
  • Netherlands' India 2 (18) vs. USA’s Sunny 0 (0)
  • Netherlands' India 2 (15) vs. China’s 671 0 (3)

Breaking results: Round robin Group B battles

  • Lithuania’s Nicka 1 (11) vs. France’s Syssy 1 (7)
  • USA’s Logistx 2 (18) vs. Australia’s Raygun 0 (0)
  • Lithuania’s Nicka 2 (13) vs. USA's Logistix 0 (5)
  • France’s Syssy 2 (18) vs. Australia’s Raygun 0 (0)
  • Lithuania’s Nicka 2 (18) vs. Australia’s Raygun 0 (0)
  • USA’s Logistx 1 (10) vs. France’s Syssy 1 (8)

Breaking results: Round robin Group C battles

  • Japan’s Ami 2 (17) vs. Italy’s Anti 0 (1)
  • China’s Ying Zi 2 (18) vs. Morocco’s Elmamouny 0 (0)
  • Japan’s Ami 2 (18) vs. Morocco’s Elmamouny 0 (0)
  • China’s Ying Zi 2 (16) vs. Italy’s Anti 0 (2)
  • Japan’s Ami 2 (17) vs. China’s Ying Zi 0 (1)
  • Italy’s Anti 2 (16) vs. Morocco’s Elmamouny 0 (2)

Breaking results: Round robin Group D battles

  • Japan’s Ayumi 1 (10) vs. Ukraine’s Stefani 1 (8)
  • Ukraine’s Kate 2 (15) vs. France’s Carlota 0 (3)
  • Ukraine’s Kate 1 (12) vs. Japan’s Ayumi 1 (6)
  • Ukraine’s Stefani 2 (12) vs. France’s Carlota 0 (6)
  • Japan’s Ayumi 2 (15) vs. France’s Carlota 0 (3)
  • Ukraine’s Stefani 1 (10) vs. Ukraine’s Kate 1 (8)
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Project 2025: A wish list for a Trump presidency, explained

are video games good or bad for you essay

It is billed as a policy "wish list" for the next Republican president that would vastly expand presidential powers and impose an ultra-conservative social vision on the US.

Donald Trump has disavowed the Heritage Foundation's Project 2025 document, though many of its authors worked for his previous administration.

Links between the Trump campaign and Project 2025 have been highlighted by the former president's critics, and this attack line will likely continue at the Democratic National Convention in Chicago this month.

Here's your guide to what the document contains.

Who wrote Project 2025?

It is common for Washington think tanks of all political stripes to propose policy wish lists for potential governments-in-waiting.

The conservative Heritage Foundation first produced policy plans for future Republican administrations in 1981, when Ronald Reagan was about to take office.

It has produced similar documents in connection with subsequent presidential elections, including in 2016, when Trump won the presidency.

A year into his term, the think tank boasted that the Trump White House had adopted nearly two-thirds of its proposals.

The Project 2025 report was unveiled in April 2023, but liberal opposition to the document has ramped up now that Trump has extended his polling lead.

The Republican nominee himself has distanced himself from the proposal.

"I know nothing about Project 2025," he posted on his social media website, Truth Social. "I have no idea who is behind it.

"I disagree with some of the things they're saying and some of the things they’re saying are absolutely ridiculous and abysmal."

But the team that created the project is chock-full of former Trump advisers, including director Paul Dans, who was chief of staff at the Office of Personnel Management while Trump was president.

Mr Dans left the project in late July, clearing the way for Heritage Foundation President Kevin Roberts to take over. He said he was leaving during the presidential election season in order to "direct all my efforts to winning, bigly".

Russell Vought, another former Trump administration official, wrote a key chapter in the document and also serves as the Republican National Committee’s 2024 platform policy director.

More than 100 conservative organisations contributed to the document, Heritage says, including many that would be hugely influential in Washington if Republicans took back the White House.

The Project 2025 document sets out four main policy aims: restore the family as the centrepiece of American life; dismantle the administrative state; defend the nation's sovereignty and borders; and secure God-given individual rights to live freely.

Here's an outline of several of its key proposals.

Project 2025 proposes that the entire federal bureaucracy, including independent agencies such as the Department of Justice, be placed under direct presidential control - a controversial idea known as "unitary executive theory".

In practice, that would streamline decision-making, allowing the president to directly implement policies in a number of areas.

The proposals also call for eliminating job protections for thousands of government employees, who could then be replaced by political appointees.

The document labels the FBI a "bloated, arrogant, increasingly lawless organization". It calls for drastic overhauls of this and several other federal agencies, as well as the complete elimination of the Department of Education.

What does the Republican party platform say?

The party platform includes a proposal to "declassify government records, root out wrongdoers, and fire corrupt employees", pledges to slash regulation and government spending. But it stops short of proposing a sweeping overhaul of federal agencies as outlined in Project 2025.

Immigration

EPA Migrants at the US southern border wall in Juarez City, Mexico

Increased funding for a wall on the US-Mexico border - one of Trump's signature proposals in 2016 - is proposed in the document.

Project 2025 also proposes dismantling the Department of Homeland Security and combining it with other immigration enforcement units in other agencies, creating a much larger and more powerful border policing operation.

Other proposals include eliminating visa categories for crime and human trafficking victims, increasing fees on immigrants and allowing fast-tracked applications for migrants who pay a premium.

Not all of those details are repeated in the party platform, but the overall headlines are similar - the party is promising to implement the "largest deportation programme in American history".

What a Trump second term would look like

Climate and economy.

The document proposes slashing federal money for research and investment in renewable energy, and calls for the next president to "stop the war on oil and natural gas".

Carbon-reduction goals would be replaced by efforts to increase energy production and energy security.

The paper sets out two competing visions on tariffs, and is divided on whether the next president should try to boost free trade or raise barriers to imports.

But the economic advisers suggest that a second Trump administration should slash corporate and income taxes, abolish the Federal Reserve and even consider a return to gold-backed currency.

The party platform does not go as far as Project 2025 in these policy areas. The platform instead talks of bringing down inflation and drilling for oil to reduce energy costs, but is thin on specific policy proposals.

Abortion and family

Project 2025 does not call outright for a nationwide abortion ban.

However, it proposes withdrawing the abortion pill mifepristone from the market, and using existing but little-enforced laws to stop the drug being sent through the post.

The document suggests that the department of Health and Human Services should "maintain a biblically based, social science-reinforced definition of marriage and family".

On this issue at least, the document differs fairly substantially from the Republican platform, which only mentions the word "abortion" once. The platform says abortion laws should be left to individual states and that late-term abortions (which it does not define) should be banned.

It adds that that access to prenatal care, birth control and in-vitro fertilisation should be protected. The party platform makes no mention of cracking down on the distribution of mifepristone.

Tech and education

Under the proposals, pornography would be banned, and tech and telecoms companies that allow access would be shut down.

The document calls for school choice and parental control over schools, and takes aim at what it calls "woke propaganda".

It proposes to eliminate a long list of terms from all laws and federal regulations, including "sexual orientation", "gender equality", "abortion" and "reproductive rights".

Project 2025 aims to end diversity, equity and inclusion programs in schools and government departments as part of what it describes as a wider crackdown on "woke" ideology.

Project 2025's proposals in this policy area are broadly reflected in the Republican platform, which in addition to calling for the abolishing the Department of Education, aims to boost school choice and parental control over education and criticises what the party calls the "inappropriate political indoctrination of our children".

Social Security

Although Heritage has long supported reforming the country's public pension plan, Project 2025 barely touches this third rail of American politics.

The platform says Social Security is a "lifeline" for millions of retired Americans and Republicans will "restore Economic Stability to ensure the long-term sustainability" of the programme.

The plan's future

Project 2025 is backed by a $22m (£17m) budget and includes strategies for implementing policies immediately after the presidential inauguration in January 2025.

Heritage is also creating a database of conservative loyalists to fill government positions, and a programme to train those new workers.

Democrats led by Jared Huffman, a congressman from California, have launched a Stop Project 2025 Task Force.

And many of the proposals would likely face immediate legal challenges from Trump's opponents if implemented.

Four surprises that could upend the 2024 US election

Where biden and trump stand on key issues, four things that could decide who wins us election.

Home — Essay Samples — Entertainment — Video Games — Discussion On Whether Video Games Are Bad Or Good For Us

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Discussion on Whether Video Games Are Bad Or Good for Us

  • Categories: Effects of Computers Video Games

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Published: Mar 18, 2021

Words: 789 | Pages: 2 | 4 min read

Works Cited

  • Fox, J. (n.d.). Video games are bad for you. Psychology Today. Retrieved from https://www.psychologytoday.com/us/blog/the-mysteries-love/201503/video-games-are-bad-you
  • Wu, C. (n.d.). Student opinion: Video gaming can be harmless and even helpful. The New York Times. Retrieved from https://www.nytimes.com/learning/students/featured_articles/20090505tuesday.html
  • Institute for the Study of Labor. (2014). Video games can improve your vision. IZA World of Labor, 6, 92.
  • Kühn, S., & Gallinat, J. (2014). Amount of time spent playing video games positively correlates with attention and impulsiveness in young adults. Frontiers in Psychology, 5, 611.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M., ... & Nayak, S. (2012). Role of video games in improving health-related outcomes: A systematic review. American Journal of Preventive Medicine, 42(6), 630-638.
  • Russoniello, C. V., O'Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1), 53-66.
  • Subramanian, V., & Kirsch, L. J. (2014). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 149(4), 359-362.
  • Wack, E., Tantleff-Dunn, S., & Thomson, J. A. (2013). The impact of media exposure on males' body image. Journal of Social and Clinical Psychology, 32(1), 82-106.
  • Wu, C. (n.d.). Yes, video games are good… for your mind and body. The New York Times. Retrieved from https://www.nytimes.com/learning/students/featured_articles/20121214friday.html

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Britain’s Violent Riots: What We Know

Officials had braced for more unrest on Wednesday, but the night’s anti-immigration protests were smaller, with counterprotesters dominating the streets instead.

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A handful of protesters, two in masks, face a group of riot police officers with shields. In the background are a crowd, a fire and smoke in the air.

By Lynsey Chutel

After days of violent rioting set off by disinformation around a deadly stabbing rampage, the authorities in Britain had been bracing for more unrest on Wednesday. But by nightfall, large-scale anti-immigration demonstrations had not materialized, and only a few arrests had been made nationwide.

Instead, streets in cities across the country were filled with thousands of antiracism protesters, including in Liverpool, where by late evening, the counterdemonstration had taken on an almost celebratory tone.

Over the weekend, the anti-immigration protests, organized by far-right groups, had devolved into violence in more than a dozen towns and cities. And with messages on social media calling for wider protests and counterprotests on Wednesday, the British authorities were on high alert.

With tensions running high, Prime Minister Keir Starmer’s cabinet held emergency meetings to discuss what has become the first crisis of his recently elected government. Some 6,000 specialist public-order police officers were mobilized nationwide to respond to any disorder, and the authorities in several cities and towns stepped up patrols.

Wednesday was not trouble-free, however.

In Bristol, the police said there was one arrest after a brick was thrown at a police vehicle and a bottle was thrown. In the southern city of Portsmouth, police officers dispersed a small group of anti-immigration protesters who had blocked a roadway. And in Belfast, Northern Ireland, where there have been at least four nights of unrest, disorder continued, and the police service said it would bring in additional officers.

But overall, many expressed relief that the fears of wide-scale violence had not been realized.

Here’s what we know about the turmoil in Britain.

Where arrests have been reported

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The Australian Olympian 'Raygun' went viral for her breaking moves. Now she's defending them.

  • Rachael Gunn, known as "Raygun," is an Australian B-girl (break-girl) who competed at the Olympics .
  • She lost three battles in the round-robin part of the competition, but her moves went viral online.
  • Gunn and sporting organizations are speaking out about harassment and misinformation after her performance.

Insider Today

Breaking made its debut at the 2024 Paris Olympics — and while she didn't earn a spot on the podium, the Australian breaker Rachael Gunn, known as Raygun, has received plenty of recognition online.

Gunn is a 36-year-old lecturer at Macquarie University in Sydney whose research focuses on the "cultural politics of breaking," according to her faculty profile .

But Gunn's time on the Olympic stage was short-lived. The B-girl was eliminated during the round-robin stage of the women's breaking competition, losing in one-on-one battles to the United States' Logistx, France's Syssy, and Lithuania's Nicka.

Raygun didn't earn a point in any of those battles, but as clips of her performance spread online, she got something else: instant meme status.

Here's what you need to know about Raygun now that the breaking competition is over.

Raygun is an academic who studies breaking — and she competes internationally

Before Gunn went to the Olympics, she approached the 2024 Games from an academic perspective.

With her coauthor, Lucas Marie, Gunn published an article in the June 2023 issue of Global Hip Hop Studies titled "The Australian breaking scene and the Olympic Games: The possibilities and politics of sportification." The article examined how the Olympics' institutionalization would affect the Australian breaking scene.

Alongside her academic career, Gunn is a competing B-girl. But before she got into breaking, she had experience with ballroom dancing, jazz, hip-hop, salsa, and tap, The Australian Women's Weekly reported. Gunn told The Sydney Morning Herald that her husband, Samuel Free, introduced her to breaking in 2008 while they were at university. Free is still her coach, she said.

Gunn told Women's Weekly that breaking "hooked" her in 2012, around the time that she began her doctoral program in cultural studies. She began competing more seriously in 2018 and eventually set her sights on the Olympics.

According to her university profile, she was the top-ranked B-girl of the Australian Breaking Association in 2020 and 2021, representing the country at the World DanceSport Federation Breaking Championships in 2021, 2022, and 2023. She also won the WDSF Oceania Breaking Championships in 2023.

"My bag always has two main things: It's like, my knee pads and my laptop," Gunn said on the podcast " The Female Athlete Project ." "Because I need my knee-pads to break. And then, yeah, just do some emails quickly. Or like, do some revisions on a chapter I submitted, or copyedit this article I did, or moderate those grades."

The athlete also told the Herald that she preferred to wear "baggy jeans and a baggy T-shirt" while breaking.

"I like the heaviness they bring," Gunn said. "Maybe it's my background in hip-hop, but having weight closer to the ground works for me, gets me in the right headspace."

Raygun's performances at the Olympics sparked memes and criticism

Raygun took the stage at the Olympics wearing a tracksuit in Australia's green and gold, breaking out moves that included hopping like a kangaroo. Her performances attracted attention online and memes that compared her moves to, among other things, dancing children.

Related stories

The fact that RayGun has a Ph.D in breakdancing is its own commentary on academia vs real world expertise. https://t.co/pQcL8HzAW9 — BioTechSnack (@SnackBioTech) August 9, 2024
me forcing my mom to watch the dance i made up in the pool pic.twitter.com/zbtwEFjpTG — kenzi (@kenzianidiot) August 9, 2024
Judges made the right call here because what was that move lol #Olympics #Breakdancing pic.twitter.com/sXAs9AdHjX — MⓞNK BLOODY P👑s (@MonkeyBlood) August 9, 2024

But some critics argued that Raygun's performance didn't represent breaking — a sport that will not return to the 2028 Games in Los Angeles.

Breaking came from Black and brown communities in the Bronx in the 1970s. Malik Dixon, an African American man who lives in Australia, told the Australian Broadcasting Corporation that Gunn came off as "somebody who was toying with the culture" during a significant moment for the sport.

(You can watch the 2024 Olympic events — including Raygun's full performance — on Peacock.)

Raygun qualified for the Olympics through the Oceania Breaking Championships

There were three ways to qualify for breaking at the Olympics, which the World Dance Sport Federation (WDSF) outlined in April 2022: at the WDSF championship in Belgium in September 2023, in a continental qualifier, or in an Olympic qualifier series held in 2024. Gunn qualified regionally by winning the WDSF Oceania Breaking Championships, which were held in Sydney in October 2023.

AUSBreaking organized the Oceania Breaking Championships, according to the WDSF .

AUSBreaking posted on Instagram about the Oceanic Olympic qualifying event on Instagram in September 2023, announcing in a September 25, 2023 post that competitor registration was open. The panel of judges was composed of 10 breakers from multiple countries, led by head judge Katsu One of Japan.

Per the Sydney Morning Herald, Gunn was the highest-scoring B-girl on day one of the championships. She won two battles on the second day to secure her title and a qualifying spot in the 2024 Olympic Games in Paris.

AUSBreaking released a statement on Instagram Monday about the selection process, saying that the qualifying event was "open to all interested participants in the Oceanic region," conducted in line with WDSF standards, and adjudicated by an international panel that used the same judging system as the 2024 Olympics.

"Ultimately, Rachael Gunn and Jeff Dunne emerged as the top performers in exactly the same process, securing their spots to represent Australia in Paris," the statement reads. "Their selection was based solely on their performance in their battles on that day."

Raygun and sporting organizations have spoken out about misinformation after her performance

Claims have circulated online that Gunn unfairly obtained her spot in the games. Posts online, as reported by the Australian Associated Press , claimed that Gunn's husband was one of the judges in her qualifying event. One petition hosted on Change.org claimed that she established the governing body that ran the selection process. That petition was eventually removed after it was placed under review, per an archived snapshot .

A representative for Change.org confirmed to Business Insider on Thursday that the petition had been flagged for misinformation, reviewed per the platform's community guidelines, and removed from the platform.

"Change.org maintains strict guidelines against content that constitutes harassment, bullying, or spreading false information. We take such matters seriously and remove any content that violates these standards to protect our users and uphold the integrity of our community," the rep said in an email statement to BI.

Despite the online claims, Free was not one of the judges at Gunn's qualifying event. And Gunn did not establish AUSBreaking. The organization said in a statement that it was founded by its president Lowe Napalan in 2019, and "at no point" was Gunn "the founder, an executive, committee member, or in any position of leadership."

The Australian Olympic Commission (AOC) also released a statement condemning the Change.org petition, and demanding its removal. It also said that by winning the Oceania championship, Gunn was "legitimately nominated" by DanceSport Australia to the AOC to represent Australia at the Olympics.

"The petition has stirred up public hatred without any factual basis. It's appalling," AOC chief executive officer Matt Carroll said in the statement. "No athlete who has represented their country at the Olympic Games should be treated in this way and we are supporting Dr. Gunn and Anna Meares at this time."

In a video uploaded to her personal Instagram account, Gunn said that she was "honored" to have represented Australia and breaking during its Olympic debut. But the "hate" that followed was "devastating," she said. When it came to misinformation around her qualification, Gunn referred viewers to previously issued statements from the AOC and AUSBreaking.

Raygun and breaking judges have defended her Olympic performance

At a press conference on Saturday, the day after Gunn's competition, Anna Meares, the head of the Australian team, responded to criticism of Gunn online.

"I love Rachael, and I think that what has occurred on social media with trolls and keyboard warriors, and taking those comments and giving them airtime, has been really disappointing," Meares said, per ESPN .

"Raygun is an absolutely loved member of this Olympic team. She has represented the Olympic team, the Olympic spirit with great enthusiasm. And I absolutely love her courage," Meares continued. "I love her character, and I feel very disappointed for her, that she has come under the attack that she has."

During a press conference on Sunday, Martin Gilian, the Olympic breaking head judge, defended Gunn's performance, saying breaking was "all about originality" and representing your roots, the Australian Broadcasting Corporation reported.

"This is exactly what Raygun was doing," Gilian said. "She got inspired by her surroundings, which in this case, for example, was a kangaroo."

Gunn said during the Saturday press conference that "all of my moves are original," ESPN reported. She told The Guardian that her biggest strength was "creativity."

"I was never going to beat these girls on what they do best, the dynamic and the power moves, so I wanted to move differently, be artistic and creative," Gunn told The Guardian, "because how many chances do you get that in a lifetime to do that on an international stage. I was always the underdog and wanted to make my mark in a different way."

This story was originally published on August 12, 2024, and has been updated to include the latest information and statements from those involved.

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    The truth is that Video games are actually good and have many positive effects. Video games are not perfect but they can improve the ability to follow instructions, to solve problems, and help increase motor skills. Video games have been in constant growth since they were first made in 1947.

  20. How did Raygun qualify for the Olympics? Is she really the best

    The 2024 Paris Olympics marked breaking's debut as a sport at the global event, with 36-year-old lecturer and breaker Rachael "Raygun" Gunn representing Australia for the first time.

  21. Raygun: Olympic judge praises breaker's 'originality'

    A hip-hop inspired dance born in the boroughs of New York in the 1970s, breaking was introduced into this year's schedule as a way to attract a younger audience to the Games.

  22. Why Videogames Are Good for You: [Essay Example], 704 words

    The cognitive benefits of video gaming are a compelling reason to consider their positive impact. Contrary to the misconception that video games solely encourage passive screen time, research suggests that certain genres of games can enhance cognitive functions such as problem-solving, critical thinking, and spatial reasoning.Puzzle games, strategy games, and simulation games often require ...

  23. Video: Raygun speaks out after viral breaking performance at Paris

    Rachael Gunn, the Australian breakdancer known as Raygun, says the online hatred over her Olympic performance has been "devastating."

  24. Olympic breakdancing highlights: Japan's Ami beats Lithuania's Nicka

    PARIS — A 25-year-old from Japan won the first Olympic gold medal in breaking Friday night at the 2024 Paris Games.. B-Girl Ami, whose legal name is Ami Yuasa, defeated B-Girl Nicka of Lithuania ...

  25. What is Project 2025? Wish list for a Trump presidency, explained

    The document proposes slashing federal money for research and investment in renewable energy, and calls for the next president to "stop the war on oil and natural gas".

  26. Raygun: Australian breaker earns mixed reviews, praised for 'courage

    Rachael Gunn arrived in Paris as a competitive breaker excited to make her Olympic debut. She leaves an internet sensation, her performances viewed by million across social media.

  27. The Australian Professor Who Turned Breaking on Its Head

    The Paris Games added breaking as part of an effort to appeal to a younger audience. The art form was born on the streets, with its roots in New York's hip-hop community.

  28. Discussion on Whether Video Games Are Bad Or Good for Us

    The question of this essay is whether playing video games is bad or good for us. Cheney Wu claimed on his article, He has opinion that playing video games 30 minutes to one hour playing is not wrong. It means, if we play video games not too much is not have problem at all. For me, it is totally mistaken.

  29. Riots Break Out Across UK: What to Know

    Anti-immigration protesters clashed with police officers in Rotherham, England, on Sunday. Credit... Hollie Adams/Reuters

  30. Who Is Raygun? Olympic Breakdancer's Memes and Controversy, Explained

    Rachael Gunn, known as "Raygun," is an Australian B-girl (break-girl) who competed at the Olympics. She lost three battles in the round-robin part of the competition, but her moves went viral ...