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http://www.apa.org/news/press/releases/2013/11/video-games.aspx
Playing video games, including violent shooter games, may boost childrens learning, health and social
skills, according to a review of research on the positive effects of video game play to be published by the
American Psychological Association.
A 2013 meta-analysis found that playing shooter video games improved a players capacity to think about
objects in three dimensions, just as well as academic courses to enhance these same skills, according to
the study. This has critical implications for education and career development, as previous research has
established the power of spatial skills for achievement in science, technology, engineering and
mathematics, Granic said
The article emphasized that educators are currently redesigning classroom experiences, integrating video
games that can shift the way the next generation of teachers and students approach learning. Likewise,
physicians have begun to use video games to motivate patients to improve their health

Assistant professor at Michigan State University, educators are increasingly using


educational games in the classroom as a motivational tool. The right video games
help children master everything from basic grammar to complex math without
the drudgery of old-school flash cards. Many games require kids to anticipate
movements and, in the case of three-dimensional video games, require players to
manipulate objects through a three-dimensional place, improving spacialrelationship skills.
Video games force kids to think quickly. In particular, action games encourage
players to make fast decisions using evidence gathered throughout the game,
according to a study explained on the Daily Tech website. Kids who play video
games are given unusual problems to solve, many of which they must solve very
quickly. This process improves critical-thinking skills and can teach kids the
value of trying several different solutions to a problem, a skill that will benefit
them for life. Additionally, children who are able to pay attention to a sequence of
events in a video game are more likely to apply this skill to their real lives.
ttp://everydaylife.globalpost.com/positive-effects-video-games-children16317.html
http://www.huffingtonpost.com/2013/11/07/video-games-good-forus_n_4164723.html
Refute:
http://www.aap.org/en-us/about-the-aap/aap-press-room/Pages/VideoGaming-Can-Lead-to-Mental-Health-Problems.aspx
Pathological gaming, or video game addiction, has been associated with problems in
youth including depression and poor grades
The authors identified depression, anxiety, social phobias and lower school
performance as likely outcomes of problem gaming. Those who stopped being
pathological gamers ended up with lower levels of these same symptoms, but still
higher levels than the control group of children who never became pathological
gamers.

http://www.pamf.org/parentingteens/general/mediaweb/videogames.html
However, studies also show that video games with violent content are linked to more aggressive behavior in
teens. This is a concern because most of the popular video games contain violence.
2010 survey by the Kaiser Family Foundation found that youth age 8 to 18 devote seven-and-a-half hours a
day to entertainment media. Less than half of the kids surveyed said their parents have rules about the
shows and games they can watch or play.
http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games
When playing online, your kid can pick up bad language and behavior from other people, and
may make your kid vulnerable to online dangers.
study by the Minneapolis-based National Institute for Media and the Family suggests that video
games can be addictive for kids, and that the kids' addiction to video games increases their
depression and anxiety levels. Addicted kids also exhibit social phobias. Not surprisingly, kids
addicted to video games see their school performance suffer.

http://www.npr.org/blogs/health/2014/08/08/338855459/playingvideogamescanhelporhurtdepending
onwhoyouask

laying games that promote "acting evil" may distort a teen's sense of right and
wrong, Hull says. In that study he found that teens who played violent video
games were more likely to drive recklessly, such as cutting people off while on
the highway. Both studies, he says, conclude that video games alter a teen's
sense of self.
http://www.education.com/reference/article/negative-potential-video-games/
Women are often portrayed as weaker characters that are helpless or sexually
provocative.
More often games do not offer action that requires independent thought or
creativity

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