Exterior photo of Smathers Library (formerly Library East) at the University of Florida, photo from the University of Florida Digital Collections

"The Learning, Cooperation, and Other Positives that Video Games Engender"
Paper presented at the Children, Culture, and Violence Conference, University of Florida; March 20-1, 2003
Abstract:

The most recent debate over violence in the media has focused a great deal on video games and the danger that mature themed video games pose to children. While the complaints that children should not have access to material in video games that are denied to them in other visual media - like film and television - is valid, the problems with banning and regulating video games are not as easily solved as they may seem. This essay seeks to clarify some of the media hype surrounding the types of video games available, the themes and concepts that underly these games, and the reasons that video games are good and necessary for many children. Many studies have analyzed the effects of watching and playing violent acts with video games, but these studies fail to address the manner in which these acts are contextualized within the video games and the children that play these games. These studies also fail to address why video games have grown so popular so quickly, and the benefits that these underlying reasons offer. Most children do not play video games to see the newest super-death move or to see how large of an explosion they can create. Instead, most children and adults play video games because they are enjoyable and rewarding. For many children the rewards of video game playing are offered in school, neighborhood play, family relationships, extracurricular activities, and other media. But, as more children grow up in single family and latch key homes, video games provide benefits that are not met elsewhere and that cannot otherwise be met because of the limits of their situations. This essay will cover the benefits of video games, including learning cultural and community rules , problem and puzzle solving, strategic and critical thinking skills, spatial exploration when all other spaces prove unsafe, presenting relevant stories that children can use to understand their own situations , and more. Overall, this essay will show that video games present both positives and negatives for children, and will offer suggestions on how to best balance these forces to ensure that the children most in need of these positives will not be again hurt by policy that seeks a simplistic resolution that denies these complexities.


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