Gaming is one of the productive activities that ensure the personal developments of individuals for them to impact favorably on the development of their societies. Unfortunately, this creatively designed applications better known as electronic or video games that function on consoles such as X-box and play station on computers, mobile devices, and other electronic gadgets have been negatively branded as evil by some critics.
Gaming has various merits to the physical, mental, and psychological development of people. It presents a virtual reality of the world and its activities and offers great lessons that are applicable to the real world settings. For instance, gaming offers three key thing predictors of success in education at the Senior High School level. These are entertainment, interest, and motivation. Thus, when gaming is succinctly woven into the curriculum of learners, it bolsters their interest in the teaching and learning activities while filling their entertainment needs.
Moreover, gaming assists learners in developing decision-making abilities. Many of the video games such as CoD presents opportunities where the one player who assumes the role of a razer character, to make quick and prompt decisions. This hones the decision making potentials of the person. Some of the games require that the player solves confronting problems, usually similar to the countless challenges faced in the real world. This requires the exhibition of high-level thinking skills. Thus, as the person quickly offers solutions to each of the problems s/he encounters, it develops his/her problem-solving skills which are the key determinants for successes in real life.
Furthermore, teamwork, team building, and collaborative skills are enhanced through the playing of electronic games. Games like DOTA require that the player works with a team to overcome common challenges and so forth. Thus, engaging in the playing of such games nurtures the team building spirit of the person which is very key in today's organizational development.
Also, it mentors people to be resourceful because some games offer some logistics and resources that the player has to utilize efficiently to generate more output. In the business field in the real world, the same resources are given to workers o which they are expected to use proficiently to maximize the turnovers of business organizations. Interestingly, this skill is taught through the playing of electronic games such as Age of Empires, SimCity and so forth.
The exercising of the wrists is one of the often marginally ignored health benefit of gaming. However, this prevents a neurodegenerative brain disorder that disables the neurotransmitter dopamine which is responsible for ensuring movement of the muscles called Parkinson. The active engagement of the brain in multitasking activities helps it to work better, all aiding in the prevention of this health condition.
Interestingly, the shooting skills of Pilot fighters who shoot from long ranges have been enhanced through the playing of video games. The shooting activities of particular targeted objects improve their hand and eye coordination, motor, and spatial skills.
Unfortunately, the hardcore playing of electronic games, without proper moderation has its own adverse effects which have often been exaggerated by unfair critics of gaming. These include the exposure of children to violent activities and thus, making them more aggressive with less empathy. Therefore, it is said that such children engage in anti-social behaviors. Also, they are less sociable since they are constantly glued to their personal computers playing video games. Negative health hazards have also been recognized. The unbridled playing of video games makes some children obese, while other have muscular, posture and skeletal disorders due to the long fixed posture in the playing of the electronic games.
Granted, some of these negative effects from gaming are justified. However, it must be admitted that they are as a result of the uncensored use of the video games. For instance, parents must ensure that they allow their children to play violent-free video games. Gaming application designers must tag the violent games with age-specific indicators such that those games would be exposed and/or sold to matured persons who can perfectly distinguish between what happens in the virtual environment from what happens in real life scenarios. Also, the time used for the playing of electronic games must be regulated. Sucking all the time and energies in the playing of electronic games would not yield its positive benefits but rather its adverse effects. Thus, instead of being a hardcore user of video games, it would be better to use not more than twelve hours a week for the playing of electronic games.