Gaming and Health

Gaming is one of the most popular pastimes amongst the young and old alike. Millions of gamers spend time and money fulfilling quests, shooting monsters, and having online multiplayer fun. Health is one of many aspects of gaming, and it is the one most people are most concerned about. Health concerns can be broadly split up into two categories: physical and psychological (mental).

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Contents

  1. Physical
  2. Psychological (Mental)
  3. See also
  4. References

Physical

See related article Wii and Health

Physical health (or the lack of it) due to computer gaming is quite recognizable. Too much late-night gaming can cause eye-bags, fatigue and even obesity. Other symptoms include:

Dry eyes ¨C from prolonged periods of looking at the computer screen
Carpal Tunnel Syndrome ¨C a condition which arises due to the pressing or squeezing of the median nerve, which runs from the forearm to the hand
Aches in head, back and neck ¨C due to prolonged periods of staying in a certain position (eg sitting on a chair)

Research has also shown that gaming, when in limited and controlled amounts, can help boost physical health. Playing first-person shooter (FPS) games like Quake and Doom can sharpen physical reactions. Other benefits include better listening skills and social skills.

Recently, the Nintendo Wii console was released, and it promised greater interactivity between the game and the gamer. Gamers now have to weld the controller around, and not just mash the buttons. There have been reports online about people who lose weight while playing games on the Wii. Dance Dance Revolution (DDR) is a similar game that can be found in arcades where gamers can actually work up a sweat while playing it. Other games of such category include ParaParaParadise(dancing) and Nihon Cops(1st person shooter) which utilize motion sensors to detect human motion and move or react the game accordingly.Such activities are definitely beneficial, especially to gamers who are used to sitting down and passively staring at the screen for hours on end.

Strategy/Puzzle games such as Command & Conquer,Tetris and Bejewelled encourage and develope our thinking and planning ability, while Shooters/Action games like Silent Scope are used to train the dexterity of surgeons.

Psychological (Mental)

Unlike physical health effects of gaming, mental health cannot be easily seen or detected. It is agreed that playing games ¡®exercises¡® the mind, whether the game is a fast-paced FPS, or a puzzle-based one like Sudoku. and the ability to forge strong trust relationships and communities online. It is even possible for games to distract the player from the sensation of pain, giving games its place in therapeutic use.

Brain Age, available on the Nintendo DS, is regarded as one of the pioneer thinking games of its kind. It aims to boost psychological health by training to brain in games which are progressively difficult to master. Along the way, it has become one of the best-selling games for the Nintendo DS, proving that gamers are no slouch when it comes to mental health.

However, too much gaming is definitely detrimental on the mental health. Gamers might become too obsessed with blood, gore and violence, and act out their gameplay in real life. Lack of concentration in school or work is also commonly seen among gamers who stay up all night to play. Lack of appetite and loss of sleep are other afflictions of hardcore gamers.

In some cases, cyberbullying has led to online victims developing aggressiveness, anti-social behaviour, and some even go on to act out their in-game fantasies. One of the most notable case involved the Columbine High School shooting, which was attributed to the gunmen being addicted to the FPS Doom. Other games such as Grand Theft Auto (GTA), Manhunt 2, Mortal Kombat and Carmeggedon have similar courted controversy over their extremely violent themes in their game play.

See also

References


Back to


Word of Entertainment Gaming


History: Gaming Timeline
History of Multiplayer Games
Multi-User Dungeons
Gaming Consoles
Technology: Underlying Game Technology
Trends in E-gaming
Economics: In-Game Advertising
Casual Gaming
Mini-Trasactions
Virtual Property
Virtual Economies
Benefits: Leadership Development
Wii and Health
Controversies: Cyberbullying
Health Concerns
Game Addiction
Gold Farming
Sex in Games
Violence in Games

  
Compiled and written by: Bryan CHEN Shenglong, GOH Chong Sheng, KOH Zi Han, LIN Jiaqi and Dominic SIM Kuangwei, July 2007.