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Among the advantages for the people who use them we can find:
Also among other benefits, it contributes more effectiveness in the follow-up of multiple
objectives (Green and Bavelier, 2003).
Other researchers have conducted training studies corroborating that the practice of
video games also improves the execution of divided tasks and mental rotation (De lisi
and Wolford, 2003 quoted in Salguero, 2009).
It has also been used in a rehabilitative way in people who present problems of care ,
among others.
Thanks to this means students can be motivated to learn by creating fun feelings
(Salguero, 2009).
8- Encourage teamwork
In team games, players will also develop group work skills as they sometimes have to
be united to overcome some challenge.
In addition, it also allows them to develop other abilities such as quick thinking to act
satisfactorily in the face of problems presented to them or even work under pressure to
avoid losing the game.
Salguero (2009) talks about that some people at a given moment, acquire a
pathological fixation by an object or activity. Even so, we have to analyze the person
and ask ourselves why he has reached that point.
In addition, we also have to point out that there are activities that are tremendously
entertaining and absorbing, so you can spend more time than usual.
10- It increases the aggressiveness of the player and they are violent
Some games are very aggressive and violent. Sometimes, this content is not only
limited to physical aggression but also enters ideologies. There is a wide range of
research in this regard in which a clear conclusion is not reached as to whether video
games create or increase aggressiveness in their players.
Some argue that its effect is short-term (Barlett, Branch, Rodeheffer and Harris, 2009),
while others argue that it has a long-term effect on players (Anderson et al., 2008).
11- It has negative effects on socialization
The child who has fun with games that are violent can lead to negative effects in their
socialization with other equals, leading to their lack of sense of belonging or social
justice (Reyes-Hernández, 2006 in Reyes-Hernández, 2014).
We also know that video games cannot be discussed, which increases the use of
violence as a solution.
This image can make it assimilate in the players that the body of a woman should be
that and not another (Abanes, 2008 in Reyes-Hernandez, 2014).