Online games have been reported to bring happiness to players, reduce anxiety, depression (1) and improve cognitive function (1). Internalized problems refer to behavioral problems such as anxiety and depression, while externalized behavioral problems refer to hyperactivity and aggressive behaviors are not controlled. A brain electrophysiology study on games also showed that moderate games activate brain areas related to the processing of emotions and that areas of the frontal lobe related to attention are also more activated (3). This neurobiological fragility may contribute to a greater risk of developing addiction in young people).
behaviors (4.How these behavioral problems affect players depends on the type of games that players usually spend their time with. They often cite that most people who exhibited violent behavior in real life have little to do with video games. The purpose of this study is to find out the implications of online games for students' academic performance and social behavior. This multitude of research affirms that these games play a greater role in a person's social life, in addition to serving as a medium of entertainment, including online games.
On the other hand, playing first-person shooters like Doom or violent-action role-playing games like God of War can create external behavioral problems, especially in teenagers. In a study conducted at Ohio State University with 220 children ages 8 to 12, children who played video games with guns and swords were less likely to touch a real, disabled gun, handle a gun, or pull the trigger the more often they played nonviolent video games. A study published in the journal Pediatrics found that one day or less of video games was associated with children and adolescents between the ages of 10 and 15 being happier and more satisfied than those who didn't play. It's no secret that one of the many popular features of online gaming is its ability to connect with people from all over the world via the Internet.
In addition to innovative teaching methods, online games are considered a possible solution to mental health problems, such as improving the reading ability of dyslexic children, as these games have shown signs of greatly improving the player's visual attention ability. The unbalanced functional link between the executive control network and the rewards network explains online gaming search behaviors in gaming disorder Since the majority of the students surveyed are men and most often participate in online games, school administrators and teachers, in collaboration with parents, they could consider promoting physical health, sportsmanship, camaraderie and prosocial skills among students rather than engaging with online games. Other researchers say that online games can also have a negative impact on players, especially those who are perceived as violent by nature, and often affect the way players interact in real life. Rumor has it that it has something to do with children being attracted to the visual effects of a game and an engaging environment, unlike regular teaching methods.