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Playing of Computer/Video Games Controversy | Get Assignment Help Online

Topic: Playing of Computer/Video Games Has Generated a Lot of Controversy in Recent Years


Halbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. “When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being.” Perspectives on Psychological Science 14.6 (2019): 1096-1104.


The authors state that playing video games has varied effects on the well-being of the players. The article commits to conduct extensive research to inform the potential positive effects which are beneficial to players. Parents and society are often concerned with the potential negative effects of playing video games. The article notes that there exists a “relationship between violent video games and aggression.” Also, “inclusion of physical activity in games provide an improvement in physical health with high levels of enjoyment and a potential increase in adherence rates” (1096). The control of variables such as, “motivation for gaming, presence of violence, physical activity, outside variables, and social interaction” comprise of factors that induce positive or negative effects. Thus, being on the lookout for these variables is essential to ensure the realization of positive impacts on the well-being of children.

A comprehensive analysis informs the article of the existing literature on video games’ effects and implications on children. The vast research induces extensive insights on both positive and negative implications. This is vital to increase the integrity of the article as a credible source. The article is a publication of the Sage Journals, which focuses on vast resources on perspectives on psychological science. Author Yemaya J. Halbrook is a professor in the Centre for Social Issues Research, Department of Psychology at the University of Limerick in Limerick, Ireland. Aisling T. O’Donnell works in the same capacity as Yemaya in the same institution. Aisling has published at least six articles of a similar magnitude as the one used in the article above. Rachel M. Msetfi is a professor in the Health Research Institute at the University of Limerick. Rachel has published at least four articles. Thus, it provides a wide breadth of knowledge and insights to the subject of study.


Sălceanu, Claudia. “The Influence of Computer Games on Children’s Development. Exploratory Study on the Attitudes of Parents.” Procedia-Social and Behavioral Sciences 149 (2014): 837-841.

Claudia Sălceanua (837) conducts an extensive study to “investigate the attitudes of parents regarding the influence of computer games on their children’s development.” The study acquired data from 1087 parents in which the information acquired showed the parent’s perceptions of time spent playing computer games, children’s supervision approaches, favorite games, and the benefits and disadvantages associated with video games. The study found that 36.28% of children use the computer for games, in which 30.47% of the children access the computer as they please. The study also found that 42.87% of the parents only supervise the activities of their children when they have free time, and on average, 50% of the parents allow 1-2 hours on computer screens per day. The application of effective supervision and control of the time spent on the computers and the activities children engage in culminates in the development of their thinking capacity, observation skills, cognitive, and creative potential through playing games such as Call of Duty. Potential disadvantages include sight disorders, lack of physical movement, and agitation. Hence, control measures are essential to increase the potential benefits of playing video games while at the same time, minimize the adverse implications in games such as Call of Duty.

The article is informed by empirical data involving the reactions and experiences of 1087 parents. The article is a publication of Elsevier’s limited, which has undergone a strict peer-review process. The article has passed the integrity test following the approval of the selection and peer-review committee of LUMEN 2014. The author Claudia Sălceanua is a Ph.D. lecturer at the Ovidius University of Constanta, Romania. Thus, it proves to be a credible and well-informed source.


Vlachopoulos, Dimitrios, and Agoritsa Makri. “The effect of games and simulations on higher education: a systematic literature review.” International Journal of Educational Technology in Higher Education 14.1 (2017): 22.

Vlachopoulos, Dimitrios, and Agoritsa Makri conduct a systemic review of the major literature on the effects of games and simulations on higher education as they prepare future professionals. The applies of games and simulations serve as the utilization of innovative and creative teaching methods. The study finds a connection between the application of games and simulations as an integral part of the preparation of future professionals. There is a positive impact on learning goals as a result of the use of games and simulations. The continuing advancement of technology is a fundamental aspect of consideration when determining the value of games and simulations in higher education. The core impacts of “integrative games into the learning processes, including cognitive, behavioral, and affective” (22). Thus, they are valuable aspects of improved academic performance and pedagogical purposes.

A systematic review informs the article of major literature inducing the credibility and integrity of insights developed in the paper. Also, through the qualitative method, coding and synthesizing of the research results provides critical insights on the subject. The article is a publication of the International Journal of Education Technology in Higher Education with at least 156 references to back up the study. The author Dimitrios Vlachopoulos is a professor at the European University Cyprus in Amsterdam, Netherlands, and Agoritsa Makri as well serves in a similar capacity in the same institution. Thus, it provides a wide breadth of knowledge, insights, and experience to the study.

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Playing of Computer/Video Games Controversy | Get Assignment Help Online . (2022, October 18). Essay Writing . Retrieved March 28, 2023, from https://www.essay-writing.com/samples/playing-of-computer-video-games-controversy/
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Playing of Computer/Video Games Controversy | Get Assignment Help Online . [online]. Available at: <https://www.essay-writing.com/samples/playing-of-computer-video-games-controversy/> [Accessed 28 Mar. 2023].
Playing of Computer/Video Games Controversy | Get Assignment Help Online [Internet]. Essay Writing . 2022 Oct 18 [cited 2023 Mar 28]. Available from: https://www.essay-writing.com/samples/playing-of-computer-video-games-controversy/
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