PSYC FPX 3002 Assessment 3 Argument Paper
PSYC FPX 3002 Assessment 3 Argument Paper
Name
Capella University
PSYC FPX 3002 Developing a Psychology Perspective
Prof. Name
December, 2024
PSYC FPX 3002 Assessment 3 Video games, which are mostly criticized for their negative effects, play a very important role in developing cognitive skills, encouraging social relationships, and serving as creative outlets for users (Lieberoth & Fiskaali, 2021). For example, games like Portal and Minecraft promote thinking and problem-solving skills since they present complex challenges and open-ended scenarios. Multiplayer games such as League of Legends or Overwatch focus on teamwork and communication, allowing the player to team up with other people of various backgrounds, which builds social skills and global connectivity. Moreover, video games enhance hand-eye coordination and the speed of decision-making as demonstrated by fast-paced action games. Apart from the obvious practical advantages, games can be a safe space for relieving stress and finding escapism. Players can go on adventures in narratives, build virtual worlds, or accomplish personal goals. While the fear of excessive gaming or graphic content is valid, this can be controlled by appropriate moderation and informed choice. Video games are, after all, a medium that provides entertainment and meaningful personal and social development.
Content Influence on Social Behavior
Video games play a big role in content that largely influences social behavior: forming online and offline relations, attitudes, and perceptions (Hatice Yildiz Durak et al., 2023). Games often represent and echo the values of the societies from which they derive and build stories that will change views on how to approach relations, competition, and cooperation. Cooperative games like Among Us and Minecraft teach teamwork, strategy thinking, and trust building for a player, pro-social behavior, and good communication.
Those collaborative activities often spill out of the game, continuing to develop connections outside of it and providing an accepting community (Zamiri & Esmaeili, 2024). However, highly competitive or graphic theme games like some FPS games promote aggressive behaviors and even lead to desensitization to violence. Most, however, recognize that what goes on in a game is different from life, but those exposure patterns over extended periods affect an attitude toward aggression or friendly competition.
Another aspect is multi-player games with strong social aspects, such as World of Warcraft or League of Legends, which establish social ecosystems in which players form alliances, resolve conflicts, and establish friendships. Such interactions are positive, such as feelings of belonging and teamwork, but can also be negative when toxic behavior arises in a competitive environment.
Finally, games are powerful media for social learning, whereby the content will influence the ultimate behavior and attitude of the players. The likelihood of game developers creating healthy, healthy in-game environments increases the engagement of mindful players, thereby increasing positive influence and decreasing adverse influence.
Arguments
Video games are always a contentious source because of the immense impact on the player and also the influence video games can have on social behavior, creativity, and skill (Gong, 2020). Advocates argue that video games provide for critical thinking, problem-solving, and teamwork, among others, especially in game genres such as *Minecraft* or *Overwatch*, which demand working together and strategy. Video games are social interaction tools because they enable people to build friendships, collaborate, and develop communication skills irrespective of cultural and geographical backgrounds. Video games can also stimulate creativity, which is well utilized in sandbox games that allow users to build and explore virtual worlds. On the other hand, critics have raised concerns about video game content that supports aggression, addiction, and decreased face-to-face social interaction. Violent games, for example, have often been associated with increased aggression among players, which raises ethical concerns about their widespread accessibility. Excessive gaming results in social withdrawal or the performance of academic and professional responsibilities.
The arguments concerning video games point out the duality of this medium as both a source of personal and social growth, and as a possible means of behavioral problems (Zahrai et al., 2022). Finding a balance between these views depends on recognizing the diversity in video game experiences, recommending age-appropriate content, and encouraging moderation in gameplay. Video games are great mediums for entertainment, learning, and socialization when used intelligently.
Counterarguments
On the other hand, against the positive effects of video games, most arguments are placed against their possible negative impact on a person and society at large. Excessive video gaming is said to bring about social isolation since an individual tends to spend more time communicating in virtual space than in reality (Koban et al., 2021). This reduces interpersonal abilities and face-to-face communication. Violence in video games has been blamed for encouraging violence, especially among young players by desensitizing their emotions and normalizing combat situations. These concerns are supported by studies suggesting a correlation between the amount of time spent playing violent games and increased hostility in certain individuals. Another counter is that video games can become a cause of physical and psychological problems. Sedentary behavior during long gaming hours can cause obesity, wrong posture, and other health concerns, while the engaging, competitive nature of games can prompt stress, anxiety, or addiction (M & Shamsi, 2024). The addictive design of several games, especially those based on microtransactions or loot boxes, can create fiscal burdens and encourage compulsive behaviors.
In addition, the critics raise concerns about the potential for gaming environments to create toxic behavior, such as harassment, bullying, and exclusionary practices in online multiplayer communities. These unhealthy interactions can have negative effects on the mental well-being of players and perpetuate unhealthy social norms.
Video games do have a lot of positive benefits, but these counterarguments highlight the need to be mindful of their risks through gaming habits, parental guidance, and regulation by the industry to minimize harm while maximizing positive outcomes.
Conclusion
Overall, the impact of video games on individuals and society is complex, with enormous advantages and significant disadvantages (Winaldo & Oktaviani, 2022). While providing very good instruments for creativity, thinking critically, and connecting socially, fears regarding aggression, addiction, and even adverse health effects exist. The arguments and counterarguments all point to balance: letting out the positive aspects of gaming yet curtailing its risks through moderation, education, and responsible design in games. With mindful consumption, supportive gaming environments can be offered between players and developers who ensure that video games have turned into a constructive enjoyment from which personal growth and healthy social interaction can be derived.
References
Hatice Yildiz Durak, Abdulkadir Haktanir, & Mustafa Saritepeci. (2023). Examining the predictors of video game addiction according to expertise levels of the players: the role of time spent on video gaming, engagement, positive gaming perception, social support, and relational health indices. https://doi.org/10.1007/s11469-023-01073-3