Is it always bad to play video games for students? Or are there any good sides?
- 1 The Good Gaming Ideology That Teams up with Information Technology, Social Interaction and Even the Chance to Win Money!
- 2 What Do Surveys and Research Reveal about the Impact of Online Gaming on Students
- 3 A Conclusion That Applies for the 21st Century
According to the judgement passed by parents and teachers, video games are notorious for being a bad influence on students. Then again, there are video games that are categorically built to improve cognitive skills that can be beneficial for students! So, this is much of a grey area that is prone to the discrepancy about whether students should or should not give online gaming a chance at the expense of their study time! So, here’s an insight into the matter.
It is very common for students to have an increased knack for electronic gaming, which has a lot to do with the fact that it comes with the feeling of recreation, where one can escape hackneyed realities of life from time to time. But today’s online games are a lot more than what video games used to offer in the earlier generations because it means a lot of things than just recreation. From single-player mobile games like Candy Crush Saga, multiplayer console games of PUBG to online casino games provided by brands like GGbet Casino online – this is the new generation of digital gaming that brings dynamic elements of a thinking process, knowledge and even money into the picture. So maybe, it is time to have a wider perspective into the matter than just good or bad!
The Good Gaming Ideology That Teams up with Information Technology, Social Interaction and Even the Chance to Win Money!
To be able to delve into the enchanting world of adventure, excitement, fun and rewards – a place where you win, a place where the competitions are healthy and where you can even team up with old friends, cousins and loved ones with whom you have otherwise lost touch with…. Safe to say that today’s online gaming starts with a bright side, compared to the ones that often lead to social isolation and incoherence.
Stuff like instant casino games, which is practically a type of online gambling, is a decent way to give students a notion about investments and how to rotate money. It also allows them a loophole to get some extra cash while chilling out – something that other types of recreation can never provide! Now, when it comes to gambling, it is much frowned upon, especially when it comes to students playing it. But today’s iGaming market practices substantial regulations, where there is an age restriction, casino resources to maintain responsible gaming, stringent cybersecurity for safe gaming, random number generator (RNG) technology for fairness and government-backed monitoring like UKGC that makes sure of a holistic environment that is safe for bettors to play with even small amounts of money.
Other than casino games, there are role-playing games (RPG) that can help build common sense in real life, which in turn helps in building the aptitude of the players.
Puzzle games that work with themes of architecture, interior design, problem-solving, etc. do educate players about certain terminology, principles and habituations of a job that they might pursue in the future.
Therefore, with hundreds of genres, thousands of themes, storylines and variations of technology, these online games can push players cognitively to have a better understanding of information technology and design dynamics – sometimes in a much better way than what theoretic book reading can accomplish. This is particularly beneficial for students to get a hold of different software systems, OSs, device compatibility and the process of IoT, the kind of prowess that is essential to excel in work life, in just about any sector.
What Do Surveys and Research Reveal about the Impact of Online Gaming on Students
A study published in Nature Magazine in the year 2020 explored the direct connection between students’ academic performance and their habits of playing video games – either console games or browser games – and also included general internet usage as a factor. While the result of the study did indicate the direct connection of a negative impact of gaming, it also highlighted variations in the theory, wherein the use of the internet, parents monitoring, study environments and also capacities of self-regulation were rendered indispensable factors.
The study pinpointed that internet usage for non-academic purposes for gaming as well as for other types of browsing during weekdays had a strong build-up of wasted valuable time, which is harmful. Whereas, the researchers also mentioned how restriction and limitation of such internet activities during the weekend and free time did show a potential of positive effect on academic performance.
A Conclusion That Applies for the 21st Century
Now, when it comes to drawing a conclusion to the ideology of whether gaming impacts academic performance negatively or positively, it often ends up at a moot point. But now it is clear that most of the negative impact is associated with the lack of self-regulation or poor study environments. In such a backdrop, if online gaming never existed, there is reasonable doubt whether productive study time could take its place instead of procrastination or daydreaming.
Online gaming does have a role to play in diverting young minds – students and workers alike – but it also has high notes of positive impacts that can make young learners cognitively and technologically adept. Instead of restricting games, it is more progressive to have restricted times and discipline to inspire work-leisure balance.