What is the effect of video games on a student's social life?I need the answer for my research.
I agree with post 2. From a psychological perspective, the danger in video games is the damage to a child's social skills. A child (or teenager) does not learn how to interact with others. They do not learn specific social skills that are important for the rest of their life. In younger children, it can also hamper their ability to distinguish between fantasy and reality. Children begin to think it is okay to do the things they see in games. Sometimes the game world can become more real to them than to reality.
One of the other dangers in too much video games is addiction. It sounds silly, but it is a real problem. A few years ago when Everquest was so popular, I actually saw support groups for adults who were addicted to the game. Some people actually referred to the game as Evercrack because it was so addictive. Just like any other addiction, this effects their daily lives. They cannot stop playing the game and they miss work, responsibilities, and time with family. Some people start to believe that their real friends and family are online in the game. Logically, we know this isn't true because no one is real in a game.
This is an interesting question, but one that is important these days due to the popularity of video games. As you probably know video games are a multi-billon dollar industry. With that said, it is best to look at the issue of video games on a student's life from various perspectives.
First, it can be argued that a video game culture can create a certain type of community. With the rise of internet based games, people are able to play together from all over the world. This creates for a digital community.
Second, it can be argued that a digital community is no community at all. There is no physical contact, no responsibilities, and no real interaction.
Third, if students play video games non-stop, it can be argued that students will suffer from developing properly. They will never truly learn how to socialize with people. If this happens, then it can be argued that this student may not learn the necessary skills to make it in society.
As a young teen, I used to play a great deal of pinball--the precursor to video games. As a college student, I spent too much time (and quarters) playing the video games that originated in the early 1980s. I have played video games occasionally since that time, but it never reached an addictive stage as it has with many youths today. In my case, this use of time cut into my homework and study hours for high school and college, but in many cases, I played the games with a friend. I often got together with friends to go to the arcade, so it was to some degree a social gathering. I believe today's more advanced video and computer games are no different, but many students spend far too much time playing them, to the detriment of studies, work and an active and more varied social life.
With the decline in arcades, video games became less social, but the recent rise in party games (DDR, Mario Party, almost everything on the Wii or Kinect) has led to at least a small return to social gaming. However, games can easily become the driving force in a student's life, especially when they have not been taught to prioritize and delay gratification.
At least one study has shown that video gamers make better surgeons, since they are accustomed to precision movements and fast reactions.
There can be some positive effects. Some games you can play with your friends. Some kids will even become friendly with another kid because of the games he or she has. It might start out as false friendship, but it could turn into something real.