Today, many people enjoy video games. In fact, 58% of Americans play video games. But video games are not just for kids and teens! The average age of game players is 30. Forty-eight percent of gamers are male and 50% are female. Games are purchased equally by males and females. Adult gamers have been playing video or computer games for an average of 16 years.

A 2011 study found that 91% of young people ages 2 to 17 play video games. Thirty-six percent of gamers are females over the age of 18. Seventeen percent of gamers are males under the age of 18.

Gaming can be an interactive or a social activity. More than half of U.S. households (51%) have some type of gaming console. A majority of gamers play games with others, either in person or online. Sixteen percent of gamers play with parents, 32% play with other family members, and 42% play with friends. Smart phones have made it possible for teens to play games on their phones, and 44% of people choose to play games on their phones.

For many, computer and video games seem to be a wiser choice for spending their entertainment dollars. Forty-four percent feel that purchasing video or computer games is more value for their money than buying DVDs or purchasing music or going to the movies. As a result, people are spending less time watching TV, going to the movies, or watching movies at home.

Some parents are concerned that their children are being drawn to video and computer games at a young age. Some parents, 91%, say they set limits on the amount of time their children spend playing games. Eighty-two percent of parents say they are present when children choose a game to purchase and/or when they are playing games. Many parents feel that video and computer games have become a positive part of their child’s life.

Video and computer games have become a big part of the entertainment for people of all ages. Christian Adame, assistant curator for the Phoenix Art Museum, says:

“I would say the evolution of video games has been very rapid. Because video games rely so much on technology and innovations, the possibilities of video games have been very quickly transforming before our eyes.”

Passage B: Effects of Gaming

Economy

If people stopped buying video games and the related components, retail businesses would be greatly impacted. From 2009 to 2012, the video game industry in the U.S. grew by more than 9%. This is more than four times the growth rate of the U.S. economy during the same period. In 2012, the entertainment industry spent $6.2 billion on software. Consumers alone spent $21.53 billion on video games, hardware, and accessories in 2013.

Based on information in Video Games in the 21st Century: The 2014 Report, more than 146,000 people are employed by the computer and video game industry. People working in this business earn an average salary of $94,747. Employment in this area grew more than 13 times the growth of the U.S. labor force between 2009 and 2012. California and Texas are the top two states employing workers in this industry. The popularity of gaming has prompted colleges and universities to offer computer and video game programs and degrees to prepare students for this popular area of employment.

Sources for facts and statistics: The Entertainment Software Association and Video Games in the 21st Century: The 2014 Report.

Health

The popularity of playing video games has had an impact on the health of Americans. The U.S. Department of Health recommends young people ages 6-17 participate in 60 minutes of physical activity a day. In 2013, only 17.7% of female and 36.6% of male high school students participated in 60 minutes of physical activity a day. The typical teenager spends about 53 hours a week (7 hours and 38 minutes per day) in front of a television, computer, or cell phone screen.

Even though some games allow people to interact with the game, promoting some physical movement, most do not. Physical inactivity increases one’s risk of heart disease and developing diabetes, colon cancer, and high blood pressure. Some people are more likely to snack on unhealthy foods while in front of a screen, which can lead to some of these health issues. Some mental health professionals believe video game addiction also leads to social isolation and depression. A 2009 study reports that violent video games teach youth that violence is an acceptable problem-solving strategy. Other researchers believe that violent games help young players release stress and pent-up aggression.

Sources for facts and statistics: Centers for Disease Control and Prevention and the American Psychological Association.

Education

Since young people spend many hours in a day playing video games or interacting with a screen, this could have an effect on the study habits of some students. The average high school student spends 6.8 hours a week on homework, but the average teen can spend 9-13 hours a week playing video games. However, some researchers believe that gaming improves strategic thinking, information gathering, hand-eye coordination, and flexibility. Some feel that students use effective problem solving and creativity while gaming. Playing games responsibly can help lessen the negative impacts gaming could have in the lives of young people.

Sources for facts and statistics: National Education Association and the Entertainment Software Association. Do you believe playing video and computer games has a positive or a negative effect on a teen’s life?

Write an argumentative essay supporting either side of this argument.

Be sure to:

Introduce your claim.
Organize supporting reasons and evidence.
Support your claim with reasons and evidence from BOTH passages.
Use words, phrases, and clauses to clarify the relationships among claims and reasons.
Provide a concluding statement or section that follows from the argument.

1 answer

The Positive Effects of Video and Computer Games on Teens

In recent years, the role of video and computer games in the lives of teenagers has become a topic of contention. While some argue that gaming negatively impacts youth by fostering unhealthy habits and social isolation, I contend that the advantages of playing video games outweigh the adverse effects. Engaging with video games can enhance cognitive skills, provide social interaction, and foster a sense of accomplishment, ultimately contributing to a more positive experience for teens.

One key advantage of video games is their potential to improve critical cognitive skills. As highlighted in Passage A, gamers often develop strategic thinking and problem-solving skills. The immersive nature of many games requires players to think critically and make quick decisions, which can translate into better performance in real-life situations. For instance, the ability to gather information rapidly and adapt strategies on the fly fosters greater cognitive flexibility. Moreover, gaming challenges enhance hand-eye coordination—skills that can benefit students in various domains, including academic and athletic pursuits.

Beyond cognitive skills, video games also facilitate social interaction among teens. According to Passage A, a significant percentage of gamers engage with others while playing: 32% play with family members, 42% play with friends, and 16% even play with parents. This interaction promotes not just social skills but also strengthens existing relationships, providing teens with a supportive network. The rise of multiplayer and online games enables teens to connect with peers, fostering friendships that extend beyond the gaming screen. Such social engagement is vital for emotional well-being, helping teens feel less isolated.

Moreover, video games can instill a sense of achievement and motivation. Passage B highlights that the gaming industry has grown significantly, emphasizing its importance in contemporary culture. The sense of accomplishment derived from completing a challenging game or achieving a difficult goal can boost self-esteem. In a world where educational pressures are mounting, gaming can offer teens a valuable outlet for stress relief and personal growth. When played responsibly, video games become a healthy balance to academic demands and social pressures, encouraging perseverance and emotional resilience.

Critics of gaming often point to the negative health consequences associated with excessive screen time, such as physical inactivity and poor nutrition, as presented in Passage B. While these concerns are valid, they can often be mitigated by setting appropriate limits and promoting healthy gaming habits. Parents play a crucial role in guiding their children’s gaming experiences; 91% of parents report setting time limits on gaming. With parental involvement, the potential downsides of gaming can be addressed while still reaping the benefits.

In conclusion, while video games do present some challenges, the benefits they offer, particularly in the areas of cognitive development, social interaction, and a sense of accomplishment, create a compelling argument for their positive impact on teenagers’ lives. By recognizing and addressing the potential pitfalls through responsible gaming practices, we ensure that teens can enjoy all that video gaming has to offer. Ultimately, as the world of video games continues to evolve, it remains imperative for parents and educators to embrace this phenomenon and leverage it as a tool for enhancing the lives of young individuals.