Community Problem "Positive effects Video Games."
The Positive Effects of Video games.
Video games have become very popular since the very first video game that was the ATARI which was created in 1972. In many cases the virtual games evolved to becoming 3D, and having more action, excitement, and more indescribable feelings to all ages. Of course, there’re many huge impacts that help the young and even the old; whether it was emotional and even maybe physical problems. Generally, video games give a better impact to people no matter if the games are to be gruesome and violent, they still have a good benefit to oneself.
Since there are many people (kids to adults), that have physical disabilities and are unable to move their whole body like a non-affected people who can do anything (physical wise). In many cases, video games do not need as much physical movement. Exergaming systems, also known as “active” or "new generation" videogames, player is to be required to be involved in [large] body movements such as "walking, running, sliding, jumping, throwing, and hitting" (Adams et al., 2009, para. 2) (Foran & Cermak 42), in comparison to traditional positioned video games (TSVGs), “to where they are typically ranked as sedentary activities and do not require more than small movements of the thumb and fingers on a handheld controller” (42). In a recent reviews of Exergaming studies with typically developing youths, emphasized that those who are mainly inactive, Exergaming may increase physical activity and assist in weight control (42). Exergaming gives benefits to people (gender, physical, disabled, etc.), to where it keeps a person active just like the Dance Revolution, only on this system (Exergaming), it has plenty of games that isn’t just dancing, but it has also virtual sports also. When it comes to the disabled that have physical defects, they can now experience that bodily sports that they have never done.
A program named SPARX, programmed to help young people with tolerant depression or anxiety. The specific program was launched at the University of Auckland; research was led by an associate professor in child and adolescent psychiatry Sally Merry said “SPARX was a clinically-tested tool that could help young New Zealanders develop skills to deal with feeling down, depressed or stressed.” (Kai Tiaki 10). The therapeutic video game, uses five behaviors that are important in protecting against depression: problem-solving, being active, positive cognition, social skills and relaxation. SPARX, involves the patient (or player) to use (or do) puzzles that help the user restore the world’s balance and defeat negative thoughts. "SPARX talks to adolescents in a language and genre they understand and works equally well among ethnic groups and with male and female teenagers," Merry said. "We have good evidence from clinical trials that the program is a very effective self-help tool for young people aged 12 to 19 who are depressed"(10). The results showed that the program has helped the young, and it betters oneself.
Depending on the video games, it then shows or reveals the persons’ emotion to reacting to the obstacles of the virtual world. For example: action adventure games are a combination of problem solving and exploration. Management games (like monopoly), can simulate environment. Platform gaming, by completing levels moving and avoiding obstacles, jumping, just like Flappy Bird (Barresi et al. 127). Games can differentiate in terms of the interaction modalities they support games can be played in single-player way, multiplayer option (when the game is performed in going ahead of someone type of situation, as in some sport games), hot-seat modality (taking turns passing the controllers), network modality (several players sharing the same game environment by network), online modality (network games using the Internet), massively multiplayer modality (having to a large range of players to share at once the same game, available online only, and a persistent world). The results are: Possibilities for Control, (supporting self-regulation, autonomy, initiative); Context Awareness, (including rationale, feedback, storyline); Competency, appropriate and performable tasks and challenges (127).
Video Games can be seen as a therapeutic and rehabilitation; also help soldiers with stress management skills. The consequence of being exposed to combat in a theater of operations is associated with a high risk of developing stress disorder (Bernier et al. 209). For this stage of trauma and stress disorders, the soldiers had to go to a Stress Management training (STM), that shown reduce to be an effective to reduce stress, and tactical breathing is frequently taught to soldiers (209). To this extreme training, soldiers had done horror/first-person shooter games to induce enough stress to practice SMT has been shown in a previous study; the study has proven that practicing SMT would increase the efficiency of “training as usual” offered to military personnel (209). The method to this training was after a review of 15-minutes on SMT and tactical breathing, where 41 soldiers are randomly assigned to either: (a) “training as usual” control (Tau-Control) condition (no supervision) practice was offered to soldiers; or (b) a practice condition where three daily sessions were offered to practice SMT, while using a 3-D game to study the stress (209).
The Program required the soldiers to wear a ProComp Infinity System to monitor their heart rate and skin conductance while playing a modified version of the game Left 4 Dead for 30 minutes. After the two-minutes recorded, while the game was loading, the physiological parameters were mixed to provide visual (increasing opaque red filters masking the visual display) and audio (heart rate) feedback. The participants were being assisted by a coach in noticing the signs of stress, and learning when to use tactical breaking and mastering the skill while being more involved in the 3-D reality. On day five, all the participants were sent to a simulated ambush with an improvised explosive device, they had to give first aid to a wounded soldier (live actor) (209). The reason for this simulation it would show the stress levels on the heart rate and salivary cortisol. While being in the simulation using a ProComp Infinity and a Polar belt during the three phases: (a) baseline (b) apprehension, and (c) during the simulation (when providing first aid and second bomb explosion) (209).
The results to this Stress Management Training had shown that those who did the virtual reality simulation were less stressed by the live simulation than the ones who did the usual training. Although, both participants didn’t differentiate any significantly on the ages, rank, previous exposure to back and so one. The first measure of ANOVA compared heartrate during the apprehension level that showed a difference between the participants where the practice conditions that were an increase in the TAU-Control conditions. The second measures ANOVA, compared heart rates during the simulation and the baseline revealed a significant increase that was the same in both of the conditions. The 2 conditions (TAU-Control/Practice) repeated the ANCOVA for levels with morning levels and maximum heart rate where the simulation was shown a statistic with interactions of their environment (209).
Videos games have aspects that help both mental and physical to one self. To which it provides help for those who have physical disorders and help their bodies to be in use again. It also provides help for people who go through: depression, stress, and anxiety. The behavior/ emotion reduce to where the patients don’t have those negative feelings or they are less emotional. It may seem outrages, but video games aren’t bad for a person, they actually help a person become more alert, and more active like those who have trouble with physical movement. Video games can be like medicine that you don’t have to drink, but a more hand on hand type of help that can help those who are stressed most of the time or have emotional problems.
Video games have become very popular since the very first video game that was the ATARI which was created in 1972. In many cases the virtual games evolved to becoming 3D, and having more action, excitement, and more indescribable feelings to all ages. Of course, there’re many huge impacts that help the young and even the old; whether it was emotional and even maybe physical problems. Generally, video games give a better impact to people no matter if the games are to be gruesome and violent, they still have a good benefit to oneself.
Since there are many people (kids to adults), that have physical disabilities and are unable to move their whole body like a non-affected people who can do anything (physical wise). In many cases, video games do not need as much physical movement. Exergaming systems, also known as “active” or "new generation" videogames, player is to be required to be involved in [large] body movements such as "walking, running, sliding, jumping, throwing, and hitting" (Adams et al., 2009, para. 2) (Foran & Cermak 42), in comparison to traditional positioned video games (TSVGs), “to where they are typically ranked as sedentary activities and do not require more than small movements of the thumb and fingers on a handheld controller” (42). In a recent reviews of Exergaming studies with typically developing youths, emphasized that those who are mainly inactive, Exergaming may increase physical activity and assist in weight control (42). Exergaming gives benefits to people (gender, physical, disabled, etc.), to where it keeps a person active just like the Dance Revolution, only on this system (Exergaming), it has plenty of games that isn’t just dancing, but it has also virtual sports also. When it comes to the disabled that have physical defects, they can now experience that bodily sports that they have never done.
A program named SPARX, programmed to help young people with tolerant depression or anxiety. The specific program was launched at the University of Auckland; research was led by an associate professor in child and adolescent psychiatry Sally Merry said “SPARX was a clinically-tested tool that could help young New Zealanders develop skills to deal with feeling down, depressed or stressed.” (Kai Tiaki 10). The therapeutic video game, uses five behaviors that are important in protecting against depression: problem-solving, being active, positive cognition, social skills and relaxation. SPARX, involves the patient (or player) to use (or do) puzzles that help the user restore the world’s balance and defeat negative thoughts. "SPARX talks to adolescents in a language and genre they understand and works equally well among ethnic groups and with male and female teenagers," Merry said. "We have good evidence from clinical trials that the program is a very effective self-help tool for young people aged 12 to 19 who are depressed"(10). The results showed that the program has helped the young, and it betters oneself.
Depending on the video games, it then shows or reveals the persons’ emotion to reacting to the obstacles of the virtual world. For example: action adventure games are a combination of problem solving and exploration. Management games (like monopoly), can simulate environment. Platform gaming, by completing levels moving and avoiding obstacles, jumping, just like Flappy Bird (Barresi et al. 127). Games can differentiate in terms of the interaction modalities they support games can be played in single-player way, multiplayer option (when the game is performed in going ahead of someone type of situation, as in some sport games), hot-seat modality (taking turns passing the controllers), network modality (several players sharing the same game environment by network), online modality (network games using the Internet), massively multiplayer modality (having to a large range of players to share at once the same game, available online only, and a persistent world). The results are: Possibilities for Control, (supporting self-regulation, autonomy, initiative); Context Awareness, (including rationale, feedback, storyline); Competency, appropriate and performable tasks and challenges (127).
Video Games can be seen as a therapeutic and rehabilitation; also help soldiers with stress management skills. The consequence of being exposed to combat in a theater of operations is associated with a high risk of developing stress disorder (Bernier et al. 209). For this stage of trauma and stress disorders, the soldiers had to go to a Stress Management training (STM), that shown reduce to be an effective to reduce stress, and tactical breathing is frequently taught to soldiers (209). To this extreme training, soldiers had done horror/first-person shooter games to induce enough stress to practice SMT has been shown in a previous study; the study has proven that practicing SMT would increase the efficiency of “training as usual” offered to military personnel (209). The method to this training was after a review of 15-minutes on SMT and tactical breathing, where 41 soldiers are randomly assigned to either: (a) “training as usual” control (Tau-Control) condition (no supervision) practice was offered to soldiers; or (b) a practice condition where three daily sessions were offered to practice SMT, while using a 3-D game to study the stress (209).
The Program required the soldiers to wear a ProComp Infinity System to monitor their heart rate and skin conductance while playing a modified version of the game Left 4 Dead for 30 minutes. After the two-minutes recorded, while the game was loading, the physiological parameters were mixed to provide visual (increasing opaque red filters masking the visual display) and audio (heart rate) feedback. The participants were being assisted by a coach in noticing the signs of stress, and learning when to use tactical breaking and mastering the skill while being more involved in the 3-D reality. On day five, all the participants were sent to a simulated ambush with an improvised explosive device, they had to give first aid to a wounded soldier (live actor) (209). The reason for this simulation it would show the stress levels on the heart rate and salivary cortisol. While being in the simulation using a ProComp Infinity and a Polar belt during the three phases: (a) baseline (b) apprehension, and (c) during the simulation (when providing first aid and second bomb explosion) (209).
The results to this Stress Management Training had shown that those who did the virtual reality simulation were less stressed by the live simulation than the ones who did the usual training. Although, both participants didn’t differentiate any significantly on the ages, rank, previous exposure to back and so one. The first measure of ANOVA compared heartrate during the apprehension level that showed a difference between the participants where the practice conditions that were an increase in the TAU-Control conditions. The second measures ANOVA, compared heart rates during the simulation and the baseline revealed a significant increase that was the same in both of the conditions. The 2 conditions (TAU-Control/Practice) repeated the ANCOVA for levels with morning levels and maximum heart rate where the simulation was shown a statistic with interactions of their environment (209).
Videos games have aspects that help both mental and physical to one self. To which it provides help for those who have physical disorders and help their bodies to be in use again. It also provides help for people who go through: depression, stress, and anxiety. The behavior/ emotion reduce to where the patients don’t have those negative feelings or they are less emotional. It may seem outrages, but video games aren’t bad for a person, they actually help a person become more alert, and more active like those who have trouble with physical movement. Video games can be like medicine that you don’t have to drink, but a more hand on hand type of help that can help those who are stressed most of the time or have emotional problems.
Abstract
Since there are many people (kids to adults), that have physical disabilities and are unable to move their whole body like a non-affected people who can do anything (physical wise). In many cases, video games do not need as much physical movement. Exergaming systems, also known as “active” or "new generation" videogames, player is to be required to be involved in [large] body movements such as "walking, running, sliding, jumping, throwing, and hitting" (Adams et al., 2009, para. 2) (Foran & Cermak 42), in comparison to traditional positioned video games (TSVGs), “to where they are typically ranked as sedentary activities and do not require more than small movements of the thumb and fingers on a handheld controller” (42).
Annotated Bibliography: Video Games
Effects of Video Gaming.
Bernier, Francois, et al. "Enhancing stress management skills in military personnel using biofeedback and immersion in a stressful videogame: a randomized control trial." Journal of CyberTherapy and Rehabilitation 4.2 (2011): 209+. Academic OneFile. Web. 17 Feb. 2015
This source provides an outline describing the problem, proposed solution, goal of the study, measures, results, discussion and a conclusion. The source is very interactive, allowing the viewer to identify how each procedure is affecting the participants. It provides overview of the procedures (which include graphs and tables), allowing for the user to understand the trial. The source is well organized and is very easy to follow, allowing the user to not lose interest and keep up with all the information they are providing. This source is very helpful because it provides specific data from an actual trial, making it not as broad as other sources.
Barresi, Giacinto, et al. "A game a day keeps the doctor away: a short review of computer games in mental healthcare." Journal of CyberTherapy and Rehabilitation 1.2 (2008): 127+. Academic OneFile. Web. 17 Feb. 2015.
This paper proposes a review of existing research on computer games, exploited for prevention, support, training, rehabilitation, and particularly stressing the relationship between cognitive processes and gaming. This source is based on research, allowing the user to understand that the information given can be change over time. The source is broken down into sections in order to have a little more information than just an overview. In addition to the effects of video games, the source also talks about the interaction between human beings and technology. Lastly the source contains its own resources in the last page, just in case the user wants to have a better understanding or decides to do a deeper research about this topic. This source is helpful because it contains a variety of different factors that at the end contribute to exactly one specific topic.
Foran, Amanda C., and Sharon A. Cermak. "Active and traditional videogame ownership and play patterns among youths with autism spectrum disorders & relationships to physical activity." Palaestra Winter 2013: 42+. Academic OneFile. Web. 19 Feb. 2015.
This case study reviews the effect of children with autism spectrum disorder are spending increasingly more time engaging with videogames and other social media. The source provides a survey questionnaire that the user can answer while reading the rest of the article. It contains approximately five tables, each of them giving specific data of the subjects that the article goes into detail. Not only does the article provide information about the effects of the video games, but also how parents have a dissatisfaction with their child’s current physical activity level. The source takes in consideration the fact that the study has limitations and lets it know to the user, understating that all the diagnostic information was based on parent reports. The article is extremely helpful because it gives a significant amount of data to understand why video gaming can actually be consider as a therapy and help these kids have more interaction with the world.
"Game helps adolescents with depression." Kai Tiaki: Nursing New Zealand Sept. 2014: 10. Academic OneFile. Web. 19 Feb. 2015.
This source explains how a computer based e-therapy called Sparx, developed to support young people experiencing mild to moderate depression or anxiety. Sparx was a clinically-tested tool that could help adolescents develop skills to deal with feeling down, depressed or stressed. This program of course was design as a game in order to bring the attention of young people. The source discusses how it uses cognitive behavioral therapy to teach users five behaviors known to be especially important in protecting against depression. In addition it also gives a broad explanation of how this e-therapy starts as a trial but now there are some clinics that actually use it for therapy and eventually they get good outcome. The source contributes highly into our research because it demonstrates how healthy people that might be going to a tough moment can actually use video games in order to get through that moment more easily.
"Video games: good for your health?" Healthcare Financial Management June 2008: 22. Academic OneFile. Web. 17 Feb. 2015.
This source mainly focus is in video games and their health benefits. It does not only promotes how can be use as therapy but it highly discusses how it can be a source of self-motivation. The source discusses how “Games for Health” reached the national conference in Baltimore, Maryland and it starting to have a huge impact not only nationally but also globally. The source contains graphs and tables that show the user the high impact it cause on people that have use video games as a source to motivate them to get better. Lastly the source adds how it can also help first responders and medical professions.
Since there are many people (kids to adults), that have physical disabilities and are unable to move their whole body like a non-affected people who can do anything (physical wise). In many cases, video games do not need as much physical movement. Exergaming systems, also known as “active” or "new generation" videogames, player is to be required to be involved in [large] body movements such as "walking, running, sliding, jumping, throwing, and hitting" (Adams et al., 2009, para. 2) (Foran & Cermak 42), in comparison to traditional positioned video games (TSVGs), “to where they are typically ranked as sedentary activities and do not require more than small movements of the thumb and fingers on a handheld controller” (42).
Annotated Bibliography: Video Games
Effects of Video Gaming.
Bernier, Francois, et al. "Enhancing stress management skills in military personnel using biofeedback and immersion in a stressful videogame: a randomized control trial." Journal of CyberTherapy and Rehabilitation 4.2 (2011): 209+. Academic OneFile. Web. 17 Feb. 2015
This source provides an outline describing the problem, proposed solution, goal of the study, measures, results, discussion and a conclusion. The source is very interactive, allowing the viewer to identify how each procedure is affecting the participants. It provides overview of the procedures (which include graphs and tables), allowing for the user to understand the trial. The source is well organized and is very easy to follow, allowing the user to not lose interest and keep up with all the information they are providing. This source is very helpful because it provides specific data from an actual trial, making it not as broad as other sources.
Barresi, Giacinto, et al. "A game a day keeps the doctor away: a short review of computer games in mental healthcare." Journal of CyberTherapy and Rehabilitation 1.2 (2008): 127+. Academic OneFile. Web. 17 Feb. 2015.
This paper proposes a review of existing research on computer games, exploited for prevention, support, training, rehabilitation, and particularly stressing the relationship between cognitive processes and gaming. This source is based on research, allowing the user to understand that the information given can be change over time. The source is broken down into sections in order to have a little more information than just an overview. In addition to the effects of video games, the source also talks about the interaction between human beings and technology. Lastly the source contains its own resources in the last page, just in case the user wants to have a better understanding or decides to do a deeper research about this topic. This source is helpful because it contains a variety of different factors that at the end contribute to exactly one specific topic.
Foran, Amanda C., and Sharon A. Cermak. "Active and traditional videogame ownership and play patterns among youths with autism spectrum disorders & relationships to physical activity." Palaestra Winter 2013: 42+. Academic OneFile. Web. 19 Feb. 2015.
This case study reviews the effect of children with autism spectrum disorder are spending increasingly more time engaging with videogames and other social media. The source provides a survey questionnaire that the user can answer while reading the rest of the article. It contains approximately five tables, each of them giving specific data of the subjects that the article goes into detail. Not only does the article provide information about the effects of the video games, but also how parents have a dissatisfaction with their child’s current physical activity level. The source takes in consideration the fact that the study has limitations and lets it know to the user, understating that all the diagnostic information was based on parent reports. The article is extremely helpful because it gives a significant amount of data to understand why video gaming can actually be consider as a therapy and help these kids have more interaction with the world.
"Game helps adolescents with depression." Kai Tiaki: Nursing New Zealand Sept. 2014: 10. Academic OneFile. Web. 19 Feb. 2015.
This source explains how a computer based e-therapy called Sparx, developed to support young people experiencing mild to moderate depression or anxiety. Sparx was a clinically-tested tool that could help adolescents develop skills to deal with feeling down, depressed or stressed. This program of course was design as a game in order to bring the attention of young people. The source discusses how it uses cognitive behavioral therapy to teach users five behaviors known to be especially important in protecting against depression. In addition it also gives a broad explanation of how this e-therapy starts as a trial but now there are some clinics that actually use it for therapy and eventually they get good outcome. The source contributes highly into our research because it demonstrates how healthy people that might be going to a tough moment can actually use video games in order to get through that moment more easily.
"Video games: good for your health?" Healthcare Financial Management June 2008: 22. Academic OneFile. Web. 17 Feb. 2015.
This source mainly focus is in video games and their health benefits. It does not only promotes how can be use as therapy but it highly discusses how it can be a source of self-motivation. The source discusses how “Games for Health” reached the national conference in Baltimore, Maryland and it starting to have a huge impact not only nationally but also globally. The source contains graphs and tables that show the user the high impact it cause on people that have use video games as a source to motivate them to get better. Lastly the source adds how it can also help first responders and medical professions.