Conventional wisdom shows thatso as to∙ momentspent∙ gamingvideo games∙ ∙is time∙ wasted. Anycommon∙ idea ∙is to∙ few ∙video games∙ do exercises∙a mindand, ∙if there is∙ some ∙physical activity∙ involved, it’s ∙usually any∙ occasional wave ∙of a∙ controller relativelythan∙ ∙anything to∙ ∙will work∙ up a sweat. And shouldn’t young people be outside gaming, ∙relatively than∙ ∙sitting in forward of∙ ∙yet an additionalscreen?
∙Not so∙ fast, say many parental professionalsand researchers. ∙Studies have∙ consistently shown thatany∙ ∙benefits of∙ ∙video game playing∙ can far outweigh any perceived negatives. Although ∙video gaming∙ ∙should certainly∙ be supervised, ∙there are∙ ∙good reasons∙ ∙why you should∙ ∙let your∙ kidsspend ∙a few hours∙ ∙a week∙ building cities else battling aliens. Here’s why:
1. Online games teach ∙problem solving∙. ∙Video gaming∙ get kids ∙to think∙. ∙There are∙ ∙dozens of∙ ∙video games∙ ∙that are∙ specifically ∙geared towards∙ learning, yet ∙even often the∙ ∙most basic∙ shooter game experienceteaches young people ∙to think∙ logically ∙and quickly∙ process ∙large amounts∙ ∙of data∙. ∙rather a better experience thanpassively gripping content from, say, a ∙TV show∙, ∙a video filesgame experience ∙requires the∙ player’s constant input ∙to tell∙ ∙often the story∙.
2. ∙Online games∙ are social. Any stereotype ∙of often the∙ pasty-faced lad ∙sitting in∙ his mom’s basement ∙enjoying video gaming∙ ∙on his own∙ ∙is as∙ outdated as Space Invaders. Many video gameshave thriving ∙online and offline∙ fan-bases, ∙and a∙ community ∙component to∙ strongly encourages communityinteraction.
3. ∙Video games∙ provide positive reinforcement. Most ∙computer games∙ ∙are designed to∙ allow competitors ∙to succeed∙ ∙and be∙ rewarded ∙for so as to∙ success. Different ∙skill levels∙ ∙and a∙ risk-and-reward game playingculture ∙mean that∙ ∙young children are∙ ∙not afraid∙ to fail ∙and will∙ ∙take a∙ few chances ∙in order to achievetheir ultimate goal.
4. ∙Video gaming∙ teach strategic thinking. ∙Online games∙ teach young people ∙to think∙ objectively about ∙both often the∙ video games themselves ∙and their∙ own performance. While ∙there are many∙ online games so like to ∙place a∙ premium on strategy, most set ∙an overall∙ destination∙and give∙ ∙any gamer∙ numerous ∙ways in which∙ ∙he or she can∙ ∙achieve that∙ goal. Competitors∙also get∙ instant feedback ∙on their∙ decisions ∙and quickly∙ explore∙their own∙ ∙strengths and weaknesses∙.