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The advent of advanced media technologies has influenced human relationships and culture. In fact, computers have been some of the most influential gadgets in the world. According to Kavka (2008), the media has had crucial and fundamental effects on human life. The media has interfered with human emotions and feelings (Ash 2012). Additionally, it has created unwarranted effects on human experiences. In fact, the media has played a significant role in human decisions and actions. Video games are some of the most popular media products that have influenced judgment and human actions.
According to Green (2014), a psychologist at the University of Wisconsin, video games have a direct effect on the human brain. In fact, the psychologist argues that games change the physical structure of the human brain. Some of their consequences are extended concentration periods and decision-making experiences. The human capacity for dealing with success or failure is developed after interactions with video games (Wiles 2015). Additionally, they establish tolerance levels among the players by interfering with their emotions and psychological wellbeing.
Effect of Video Games on Emotions
Humans analyze the outcomes of activity once it is complete (Wiles 2015). The process allows humans to compare the emotional changes before, during, and after an event. Media is characterized by a series of framings and premeditations that have strong effects on human perceptions and beliefs. Video games are programmed to compete with humans in decision-making, problem-solving, and logic (Rushkoff 2010). In fact, the general framework of video games is such that they provoke human intelligence. The human ego is motivated when competing with a programmed video game. According to Kavka (2008), the ego is closely related to the emotions of humans.
Higher egos translate to happiness, high esteem, and confidence. However, weak egos undermine confidence and influence the development of associated skills. The development of motor and cognitive skills has a significant relationship to the outcomes of video games.
Chun (2011) argues that the condition of media and video games evokes some of the intrinsic human characteristics. The games help humans to understand the aspects of thoughts and reason. Video games evoke some of the essential human capabilities and experiences. Children are using video games to enhance their coordination and spatial cognition. Additionally, they transform the players’ pro-social behavior and pain management skills. Humans use video games to compensate for some of the childhood insufficiencies that include attention deficiency and personality disorders. The concept instills positive skills among video game players to improve decision-making capabilities and temperament management.
Video Games and Perception
The media principles create situations that generate heterogeneous durations of beings. People become accustomed to the conflicts and violence of the games. They invoke perceptions that address some of the underlying human conflicts and relationships. The human understanding of psychosocial behaviors is restructured to address the fundamental concepts of interactions and competition. Video games generate some of the competitive frameworks in the media and communications industry (Garrett & Catlow, 2015).
The players must understand the consequences of defeat and success. When the players experience excessive emotional pressures emanating from the outcomes of the video games, they are bound to transfer the skills to the perceptions and feelings of other humans. In fact, they become susceptible to emotional breakdown and other associated psychological reactions.
The games influence players’ perceptions and emotions. They alter the standard release rate of the adrenaline hormone, which is responsible for controlling the emotions and attitudes of players. Humans are susceptible to changes and emotional alterations. However, video games engage persons with emotional interchanges, which result in the breakdown of fundamental human concepts. Video games change the human perceptions of external environments (Wiles 2015).
When individuals engage in violent activities, they presume the world to be characterized by brutal and harsh conditions. In fact, the themes of video games define the human understanding of different cultures and environments. They have depicted some members of a certain community as hostile, primitive, or rude. When players engage with the video game characters, they dedicate their resources towards undermining the negative traits of the target communities.
The games are programmed to generate a particular effect on the players. These programs create a standardized definition of feelings, pain, hostility, and justice (Stuart, 2014). In fact, they focus on the competitive nature of humans. The social dimensions that encourage communal activities and integration are replaced by the selfish desire to win. The influence of media and other advanced technologies in human relationships and engagements has created significant changes in social interactions. Whereas humans endeavor to realize a perfect lifestyle, video games provoke human intentions and emotions.
They identify with some of the sensitive human perceptions and feelings. The concept is a force that transforms human understanding from their norms to other restructured emotions and attitudes. Currently, video games are affecting the human understanding of violence, success, and failure (Wiles 2015). They have been creating erroneous perceptions of the world. Human is gradually being drawn into the views of the video programmers.
Ash, J 2012, ‘Attention, videogames and the retentional economies of affective amplification’, Theory, Culture & Society, vol. 29, no. 6, pp. 3-26.Rushkoff, D 2011, Rushkoff, D 2010, Program Or Be Programmed: Ten Commands for a Digital Age, New York, OR Books. Web.
Chun, W 2011, Programmed visions: Software and memory, Cambridge, MIT Press. Web.
Garrett, M & Catlow, R 2015, Capture All_Play – An interview with McKenzie Wark. Web.
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Green, C 2014, ‘The Perceptual and Cognitive Effects of Action Video Game Experience’, Learning by Playing: Video Gaming in Education, pp. 29-41. Web.
Kavka, M 2008, Reality television, affect and intimacy: Reality matters, Palgrave Macmillan, Basingstoke. Web.
Stuart, K 2014, No Man’s Sky – and why the Minecraft generation will reject Call of Duty. Web.