those players who played with teammates are confirmed expectation of in group

Those players who played with teammates are confirmed

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those players who played with teammates are confirmed expectation of in-group members to reciprocate pro-social behaviors. Also, the games increased players’ pro- social behaviors between teammates. Transition: Honestly, being addicted at playing video games is harmful. But, that’s not the games fault, that is because we lose control of ourselves. Taking myself as an example, I love playing video games, but this is only one of my hobbies, I am not taking all of my time in playing. Also, they are not affect my scores, I still make good grade among all of my exams. The important problem is that how many hours should we used in playing video games. C. According to the article “Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study”, high users of screens are more likely to have anxiety or depression. The researchers find that playing video games for 1 hour to 2 hours per day is better than longer times. Transition: By learning all of these, it is time for us to take action! III. Conclusion From the benefits of playing video games and the appropriate hours of playing. I think that controlling the time of playing video games is good for us.
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Reference 1. Whitbourne, S. K., Ellenberg, S., & Akimoto, K. (2013). Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old. CyberPsychology, Behavior & Social Networking , 16 (12), 892–897. - org.libproxy.lib.ilstu.edu/10.1089/cyber.2012.0705 2. Velez, J. A. (2015). Extending the theory of Bounded Generalized Reciprocity: An explanation of the social benefits of cooperative video game play. Computers in Human Behavior , 48 , 481–491. 3. Twenge, J. M., & Campbell, W. K. (2018). Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population- based study. Preventive Medicine Reports , 12 , 271–283. - org.libproxy.lib.ilstu.edu/10.1016/j.pmedr.2018.10.003
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  • Psychology, Gameplay, Bounded Generalized Reciprocity

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