The game is one of the productive activities that ensure the personal development of individuals so that they have a favorable impact on the development of their societies. Unfortunately, these creatively designed apps, better known as electronic or video games that run on consoles like X-box and Play Station on computers, mobile devices, and other electronic devices, have been negatively rated as evil by some critics. There is an urgent need to offer a convincing response to these unfair critics who focus only on the neglected disadvantages of games to sink all their benefits into disrepute.
The game has various merits for the physical, mental and psychological development of people. It presents a virtual reality of the world and its activities and offers great lessons that are applicable to real world settings. For example, games provide three key predictors of success in education at the high school level. These are entertainment, interest and motivation. Therefore, when games are succinctly integrated into students’ curriculum, they reinforce their interest in teaching and learning activities while satisfying their entertainment needs.
In addition, games help students develop decision-making skills. Many of the video games, such as CoD, present opportunities where the player taking on the role of a character makes quick and immediate decisions. This honors the person’s decision-making potential. Some of the games require the player to solve problems faced, usually similar to the myriad challenges he faces in the real world. This requires the display of higher level thinking skills. Thus, as the person quickly offers solutions to each of the problems he encounters, he develops his problem-solving skills, which are the key determinants of success in real life.
Also, teamwork, team building and collaboration skills are enhanced through electronic games. Games like DOTA require the player to work as a team to overcome common challenges, etc. Therefore, participating in these games nurtures a person’s spirit of teamwork, which is key in today’s organizational development.
Also, it guides people to be resourceful because some games offer certain logistics and resources that the player must use efficiently to generate more results. In the field of business in the real world, the same resources are given to workers when they are expected to use them competently to maximize the turnover of business organizations. Interestingly, this skill is taught through electronic games like Age of Empires, SimCity, etc.
Wrist exercise is one of the health benefits of gaming that is often marginally ignored. However, this prevents a neurodegenerative brain disorder that disables the neurotransmitter dopamine that is responsible for ensuring muscle movement called Parkinson’s. Actively engaging the brain in multitasking activities helps it function better, which helps prevent this health condition.
Interestingly, the shooting skills of fighter pilots shooting from long distances have been improved through video games. Specific target object shooting activities improve their hand and eye coordination, motor and spatial skills.
Unfortunately, playing electronic games intensely, without proper moderation, has its own adverse effects that have often been exaggerated by unfair critics of gaming. These include exposing children to violent activities and thus making them more aggressive with less empathy. Therefore, such children are said to engage in antisocial behavior. Also, they are less sociable as they are constantly glued to their personal computers playing video games. Negative health hazards have also been recognized. Rampant video game play makes some children obese, while others have muscular, postural, and skeletal disorders due to prolonged fixed posture in electronic game play.
Of course, some of these negative effects of gaming are justified. However, it must be admitted that they are a consequence of the uncensored use of video games. For example, parents should make sure that they allow their children to play video games without violence. Game app designers should label violent games with age-specific indicators, so that those games are exposed and/or sold to mature people who can perfectly distinguish between what happens in the virtual environment and what happens in scenarios. of real life. Likewise, the time used to play electronic games should be regulated. Absorbing all the time and energy in the game of electronic games would not produce its positive benefits but its adverse effects. Therefore, instead of being a heavy user of video games, it would be better to use no more than twelve hours a week to play electronic games.
Gambling is a highly profitable activity that ensures the progress of society when used cunningly. Unfair critics should avoid their overly generic negative attitudes towards him. Play is an important weapon for personal and global development when used correctly.