Adverse effects of video games

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In an era in which videogames effects have taken hold more and more in our daily life, there is a large part of research that is dedicated to analyzing the possible negative effects that these can have on our life and on our psyche. The most significant risks are presented below

Muscle problems

Although consoles like Wii or Xbox Kinect have made some progress in this regard, most video games are still played sitting in front of a screen, often with poor posture. A study published in Pediatrics International revealed that excessive play led to significant levels of muscle stiffness, especially in the shoulders.

Obesity

It is estimated that about one third of Americans suffer from obesity, and that this is largely due to a poor diet and a sedentary lifestyle. A 2004 study published in the Journal of Adolescence also shed light on a possible association between childhood obesity and problematic use of video games. The results indicate that, in children under the age of 12, while the use of television was not related to weight, the use of video games was.

Seizure

Some studies suggest an association between the use of video games and epilepsy. For example, according to an article published in the Journal of Neurology, Neurosurgery and Psychiatry, about 29% of patients with epilepsy have had video game-induced seizures. Another research, conducted by Italian researchers, indicates in particular that the strong contrast of brightness present in video games could cause over excitation of nerve cells effects, with simultaneous and excessive discharges by neurons capable of inducing convulsions in children with photosensitive epilepsy

Lower school performance

Some studies have documented a negative association between time spent in front of a screen (video games, but also television and films) and school performance. The reason for this association would lie in the idea that video games take away precious time from other, more educational activities. Some studies would confirm this hypothesis, showing, for example, that adolescent gamers spend 30% less time reading and doing homework than non-gamers. However, it is also likely that children with school problems decide to devote more time to video games to experience feelings of “control” that they struggle to experience in other areas, or that attentional problems cause both the preference for videogames and poor school performance.

Problems with attention and executive functions

Research has linked the use of video games with greater problems in attention and in some related skills (impulsivity, self-control, executive functions and cognitive control). In particular, some studies have shown that children and adolescent gamers are at risk of having more attention problems. There are two variables involved in attentional problems: the time dedicated to playing and the type of videogames that is the violent ones. In general, the excessive use of videogames and other electronic devices could lead to attention problems as it would not allow an adequate development of impulse control and sustained attention; Violent video games contain a high number of stimuli that attract attention (violence, rapid movements and lights), which could lead to the person having difficulty focusing on activities that not strongly guided by external stimuli (such as school).

Increased aggression

Studies show the hypothesis that violent video games can:
  • Multiply aggressive thoughts, emotions and attitude, both short term and long term
  • Desensitize players to violence, decrease empathy
  • Increase aptitude for violence, greater traits of hostility and more frequent involvement in physical combat.
These consequences could explained by the fact, that in violent video games the person learns an association between violence and pleasure effects, as he receives a reward every time he hurts another character. Furthermore, in the game, the person repeats the same (aggressive) actions hundreds of times and it believed that the repetition of the same behavior can give life, over time, to a habit.

Video game addiction

There currently many research groups that have dedicated themselves to studying what called “pathological video game” or “video game addiction”. Many researchers compare video game addiction to pathological gambling, in order to underline a situation in which gambling, started as a form effects of entertainment, ends up producing negative consequences in the life of the person, both socially and personally.

Financial Ruins

Just like a gambler video gamers can get in a financial hole if they over indulge themselves. There examples of players who spent hundreds of thousands of dollars buying virtual game items, which had no real effect beyond the domain of that game. Introduction of loot boxes in video games has given rise to an addiction which is reminiscent of gambling and is already banned in few countries, while others are making legislation on it. There are even games which combine fantasy sports which already gambling to literal video games which people of all ages play. Prime examples are games like Fifa 21 or NHL 21. While not only limited to these games, they have modes where player can create fantasy teams and spend huge amount of money real and virtual (fifa points, nhl hut coins) on these teams. Read More