Modern Parenthood is at crossroads whether to focus
more on the potential benefits or dangers brought about by electronic video
games. Most of them tend to concentrate more on the advantages, belittling the
benefits posed by the games in developing positive life skills for the kids in
the modern times. Video games are a powerful instrument in supplementing
classroom teaching and leisure-time games; a view which I fully support. Johnson (2006) emphasizes that nonliterally
skills are as important as those that acquired
by reading books in measuring cognitive attributes such as following threads,
memory, and attention. However, knowing
and understanding what you are looking for before engaging in a game can help
greatly assist in maximizing the benefits that the games bring about.
I started actively engaging
in videos and online gaming when I was seven years old. They created a ground
upon which I made my first close friends, some of whom I hang out with, up to
now. We could play most of the games at a structured time, and most of our
conversations focused on the games we played. When
we went to the basketball court, we could play emulating new moves we
learned in video games.
I could encourage kids
under my care to participate in computer games because of the many positive contributions
they make in their lives. Janert (2000) argues that besides computer games
helping kids make friendships and encourage exercise, they assist them to
develop creativity and problem-solving skills, they inspire them to develop the
joy of competition, and they teach and inspire in them an interest in
understanding different and diverse cultures and history. They uniquely
stimulate and explore the central part of the brain evoking and stimulating
participatory and social channels to be active (Berk, 2012).
References
Berk, L. E.
(2012). Infants, children, and adolescents. Boston: Pearson /Allyn &
Bacon.
Janert, S. (2000).
Reaching the young autistic child: reclaiming non-autistic potential through
communicative strategies and games. London: Free Association Books.
Johnson, S.
(2006). Everything bad is good for you: how popular culture is making us
smarter. London: Penguin Books.
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