Air Date: September 23, 2022
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Since the early 1970s, video games have dominated pop culture, creating communities and fans around the world.
Games like Minecraft, Grand Theft Auto, Super Mario Bros., Wii Sports, and Mario Kart have dominated the multi-billion dollar industry ranking as some of the best-selling video games of all time with millions of copies sold.
Although video games were created in the name of fun, recent studies analyze the positive and negative effects of video games.
dr Sa Liu, assistant professor of Interactive Media Studies at Harrisburg University, said that the impact of a video game depends on the age group playing and the type of game being played.
“If you look at the growing body of research, it says video games have a very positive impact,” Liu said. “And for the violent video games, the study shows that video game violence doesn’t actually increase aggression over time, but rather it was other factors, perhaps including the player’s level of depression, exposure to family violence, or other peer influences that.” They influence.”
She recommended that parents find a healthy balance and limit the number of hours their children spend playing video games each day to encourage children to experience other parts of their lives. On the other hand, Liu said, video games have been shown to improve cognitive function and quality of life in older people.
Liu studies how educational games affect learners, and she said she sees a positive change in students’ motivation, emotions and critical thinking skills.
Lui also said that depending on the video game, people are either encouraged to be competitive or cooperative and can get hooked because of the in-game challenges, rewards, positive feedback, scaffolding, and good storylines.
Now video games are played on mobile phones and in virtual reality rooms. Liu said she hopes for more development and innovation in the video game world.
“In the future, I would say maybe there will be more professional gamers competing in video games for an audience to see. I hope to see more educational games that focus on helping students learn. It’s quite difficult to teach with textbooks in real life,” Liu said. “Hopefully we can experience more in the entertainment space in the future. Developers and designers will be able to create more games for diverse audiences and be more inclusive.”