• Effects of Video Games on Players Words: 1942
  • Behavioral Problems Caused by Video Games Words: 1955
  • Video Games Effects on Players: Positive or Negative? Words: 1947
  • Valorant Is a Video Game That Is Both Enjoyable and Beneficial Words: 1026
  • Violence Encoding in Video Games Words: 2684
  • Video Games’ Negative Impact on Children Words: 2215
  • Video Game Addiction: History and Future Implications Words: 2112
  • Regulating Violent Video Games Words: 830
  • Video Games and Teenage Behavior Words: 1725
  • Are Video Games Harmful For Players? Words: 1621

Benefits of Video Games

Children and young adults love video games as they are fun and help to relax. At the same time, many adults claim that children spend too much time playing, which makes them violent and do not bring any benefit. However, facts indicate that video games are useful for the cognitive development of children and adults, while the myth of increased violence of players is not supported.

Video games are not a tool to solve all problems, but they have more advantages than many people think. First, games have a positive effect on cognitive and intellectual development (Etchells). For example, a player needs attentiveness, fast reaction, and often logical thinking to complete a mission in a shooter. Other games require attention and concentration, as well as ingenuity, to find a solution to a problem or task. Educational programs can also be built in the form of online games and bring more benefits than memorizing rules from books. Besides, games for adults also have such an advantage as they help developmental skills and memory. For example, Barr conducted a study and found that students playing video games improved their communication, resourcefulness, and adaptability significantly. At the same time, the idea that violent video games force people to be crueler has no convincing evidence, and scientists argue that the connection between the game process and increased aggression is very weak (Etchells). Consequently, video games cannot be called useless, harmful, or dangerous.

In conclusion, video games can be useful for a person’s development as they help to develop various cognitive and intellectual skills. In addition, since the myth that video games make people more violent still has not found cconfirmed it is difficult to talk about their harm. However, all these statements are correct with an average number of playing hours, since a strong passion for any activity, even useful, can harm the mental and physical health of a person.

Barr, Matthew. “ Video Games Can Turn University Graduates into Better Employees ” The Guardian , Guardian News and Media, 2019.

Etchells, Pete. “ Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up .” The Guardian , 2019.

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

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1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

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Essay on Video Games

Students are often asked to write an essay on Video Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Video Games

Introduction.

Video games are interactive digital entertainment platforms. They are played on devices like computers, consoles, or mobiles.

Types of Video Games

There are many types of video games. Some are educational, others are adventure-based or sports-themed.

Benefits of Video Games

Video games can improve hand-eye coordination, problem-solving skills, and strategic thinking. They can also be a fun way to relax.

Drawbacks of Video Games

Excessive gaming can lead to health issues like eye strain and lack of physical activity. It can also impact social skills if not balanced with real-world interactions.

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250 Words Essay on Video Games

Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry.

The Evolution of Video Games

In their inception, video games were straightforward, consisting of basic graphics and gameplay. However, as technology advanced, so did the complexity and visual appeal of these games. Today, video games are immersive experiences, boasting high-definition graphics, complex narratives, and intricate gameplay mechanics.

The Impact on Society

Video games have a profound impact on society. They have transformed how we spend our leisure time, and have even created new professions, such as professional e-sports players and game developers. In addition, video games have educational potential, as they can develop problem-solving and strategic thinking skills.

Controversies and Criticisms

Despite their popularity, video games have attracted controversy. Critics argue that they promote violence, addiction, and social isolation. However, research on these issues remains inconclusive, and many argue that the benefits of video games outweigh potential negatives.

500 Words Essay on Video Games

Video games, a form of digital entertainment that has dramatically evolved over the past few decades, have become a significant part of contemporary culture. They offer a unique blend of interactive storytelling, art, and technology, engaging players in a way that no other medium can. Video games are more than just a pastime; they are a platform for expression, learning, and innovation.

The history of video games is a testament to the incredible technological advancements of the late 20th and early 21st centuries. From the rudimentary pixel graphics of the 1970s to today’s immersive virtual reality experiences, video games have continuously pushed the boundaries of what is technologically possible. They have transformed from simple, solitary experiences into complex, social phenomena, connecting people from all walks of life.

The Impact of Video Games

The benefits and concerns.

Despite the criticisms often associated with video gaming, such as addiction and violence, numerous studies have highlighted the potential benefits. Video games can improve cognitive skills, such as problem-solving and spatial awareness, and can also foster social interaction and cooperation when played in groups. They can serve as therapeutic tools, helping to manage conditions like anxiety and depression. However, it is essential to maintain a balanced perspective, acknowledging the potential risks and promoting responsible gaming.

The Future of Video Games

The future of video games is as exciting as it is unpredictable. With emerging technologies like virtual and augmented reality, artificial intelligence, and cloud gaming, the possibilities for innovation are limitless. Video games are poised to become even more immersive, interactive, and personalized, offering experiences that were once the stuff of science fiction.

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benefits video game essay

Exploring the Cognitive Benefits of Video Games: How Gaming Can Improve Learning

by Katrine B

September 10, 2023

Video games have become a popular form of entertainment for people of all ages. While there has been much debate about the potential negative effects of gaming, more recent research has focused on the positive impact of video games on cognitive development and learning. In this narrative essay , we will explore the cognitive benefits of video games and discuss how gaming can improve learning.

Understanding the Cognitive Benefits of Video Games

Before delving into the specific cognitive benefits of video games, it is important to define what cognitive benefits are. Cognitive benefits refer to improvements in cognitive functions such as attention, memory, problem-solving, and decision-making that can result from engaging in certain activities or experiences.

Defining Cognitive Benefits

When we talk about cognitive benefits, we are referring to positive changes in cognitive abilities as a result of playing video games. These changes can include enhanced attention span, improved memory retention, better problem-solving skills, and increased cognitive flexibility.

The Connection Between Gaming and Cognitive Function

Research has shown that video games can have a positive impact on various aspects of cognitive function. One study conducted by researchers at the University of California, Irvine, found that playing certain video games can lead to improvements in attention and multitasking abilities.

The researchers found that video game players were better at ignoring irrelevant information and were more efficient at switching between different tasks compared to non-gamers. They suggested that the fast-paced and immersive nature of video games may contribute to these cognitive improvements.

The Impact of Video Games on Learning

In addition to the cognitive benefits, video games have also been found to have a positive impact on learning. In particular, they can enhance memory and improve problem-solving skills.

Video Games and Memory Enhancement

Several studies have shown that playing video games can enhance memory function. In a study published in the journal Nature, researchers found that participants who played a 3D video game had better memory performance compared to those who played a 2D game or did not play any game at all.

The researchers suggested that the immersive and interactive nature of 3D video games may stimulate the hippocampus, a region of the brain associated with memory formation, leading to improved memory function.

Improving Problem-Solving Skills Through Gaming

Video games often require players to think critically and solve puzzles or challenges to progress in the game. This constant engagement with problem-solving tasks can enhance players' abilities to think critically and creatively, and to approach problems from different angles.

Furthermore, research has shown that video games can improve players' ability to transfer problem-solving skills to real-world scenarios. A study conducted by researchers at the University of Wisconsin-Madison found that individuals who played strategy-based video games showed better problem-solving skills and an increased ability to think strategically in real-world situations.

The Psychological Perspective of Gaming

Another aspect to consider when exploring the cognitive benefits of video games is the psychological perspective. Video games have been found to have an impact on attention span and emotional regulation.

Gaming and Attention Span

Contrary to popular belief, research suggests that playing video games in moderation can actually improve attention span. A study published in the journal Current Biology found that action video game players had better attentional control and were able to sustain their attention for longer periods compared to non-players.

This improved attention span may be attributed to the fast-paced nature of video games, which require players to quickly process and react to various stimuli within the game environment.

The Role of Video Games in Emotional Regulation

Video games can also play a role in emotional regulation. Studies have shown that playing video games can provide an outlet for emotional expression and serve as a means of stress relief.

Furthermore, multiplayer online games can provide opportunities for social interaction and can help individuals develop social skills and emotional intelligence. Engaging in cooperative gameplay can foster teamwork and collaboration, which can be beneficial in both virtual and real-world settings.

The Social Benefits of Multiplayer Games

Multiplayer games, in particular, offer a unique opportunity for social interaction and the development of important skills.

Developing Communication Skills Through Gaming

Multiplayer games often require players to communicate and cooperate with others to achieve shared objectives. This can help individuals develop effective communication skills, as they learn to coordinate actions, share information, and work together as a team.

Teamwork and Collaboration in Multiplayer Games

Playing multiplayer games can also cultivate teamwork and collaboration skills. By working together towards a common goal, players learn to delegate tasks, strategize, and make decisions as a team.

Research has shown that individuals who regularly engage in multiplayer gaming tend to have enhanced teamwork and collaboration skills, which can be transferable to various real-life situations, such as group projects or work environments.

Debunking Myths About Video Games

Despite the growing evidence of the cognitive and social benefits of video games, there are still misconceptions and concerns surrounding their use.

Addressing Concerns About Gaming Addiction

Gaming addiction is a controversial topic that has attracted much attention in recent years. While it is true that excessive gaming can have negative consequences, it is important to note that moderate and responsible gaming can bring about positive effects.

Individuals who engage in gaming as a recreational activity, in balance with other aspects of their lives, are unlikely to develop addiction problems. It is important to establish healthy gaming habits and recognize when it starts to interfere with other important areas of life, such as school or work.

The Truth About Video Games and Violence

Another major concern associated with video games is the belief that they promote aggression and violent behavior. However, research conducted in this area has not found a causal link between video games and real-life violence.

Studies have shown that while video games may temporarily increase aggression levels immediately after playing, this effect is short-lived and does not lead to long-term changes in behavior. It is important to consider other factors, such as pre-existing aggression or a lack of parental involvement, when examining the relationship between video games and aggression.

In conclusion, video games have the potential to offer various cognitive benefits and contribute to learning. They can improve attention, memory, problem-solving skills, and emotional regulation. Additionally, multiplayer games can enhance communication, teamwork, and collaboration skills. It is crucial to approach gaming in a responsible and balanced manner, recognizing the positive aspects while addressing concerns about addiction and violence. By understanding and harnessing the cognitive benefits of video games, we can explore their potential as tools for learning and personal development.

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The Benefits of Video Games essay

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Effects of Video Games Essay

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Introduction

School performance, effects on social relationships.

The society has been immensely influenced by the technological changes, which are reshaping some of the activities. The emerging technologies in one way or another have affected every member of society, irrespective of age.

Video Games have had the greatest influence on the lives of children. Children no longer appreciate the outdoor games as was before, as most of their time is spend indoors playing video games.

Although this trend may have a positive impact on the lives of the concerned children as far as their knowledge of computer is concerned, there are various negative impacts.

Various educationists have confirmed that outdoor plays are very important to the development and growth of children.

It helps them develop socially as they meet with their friends and learn to share discussions, get involved in physical activities and develop physically through such games. The paper talks about some of the negative effects of computer games (Finkel, 1995).

It is established through research that computer games do not help children grow academically. In fact, computer games contribute to inactivity of body cells, which might lead to oversight hence causing diseases such as hypertension and diabetes.

Moreover, indoor games contribute to poor academic performance among students because most of the time is spend on useless games that do not offer any academic lessons.

Lastly, computer games lead to the development of antisocial behavior whereby a student is not interested in interacting with his or her peers.

Available literature shows that more children are growing obese owing to the fact that they spend little time exercising and engage frequently with the computer.

Research shows that children who take part in physical exercises are more healthy, intelligent, and active in class. The study conducted by American Heart Association proved that children are contracting heart diseases mainly because of lack of physical activity.

The research indicated that the number of obese children increased by four percent in 1974. Those affected were children aged six to eleven years.

However, the percentage increase could not be compared with the study conducted in 2006 whereby the increase rate was seventeen percent. As from 1971 to 2006, the number of adolescents thought to be obese increased from 6.1 percent to 17.6 percent.

The percentage increase was shocking. Furthermore, the increase was attributed to lack of physical activity and video games (Wiegman, & van Schie, 1998).

Overweight is a costly condition that leads to a number of illnesses among school going children. According to experts at the University of Michigan, obese children have higher risks of contracting diseases such as diabetes, heart diseases, and high blood pressure.

Other illnesses associated with overweight include high cholesterol levels in the body, hyperlipidemia, sleep apnea, respiratory problems, gastrointestinal malfunctions, early adolescence, and finally mental problems.

Studies show that obese children tend to have a low sense of worth and despair.

As AHA records show, obese children are likely to be obese when they attain the adulthood age. This would even cause more problems because they would be exposed to a number of diseases.

A study conducted by Media Literacy Clearinghouse indicated that children had developed a habit towards computer games. Video games had gained relevance among children aged eight and eighteen years to an extent that the rate at which children played computer games rose from an average of 26 minutes in 1999 to 73 minutes in 2009.

Generally, the rate at which children interacted with the computer daily rose from six hours in 1999 to seven hours in 2009. A report compiled in 2004 at the University Hospital of Zurich revealed that a strong link between obesity and video games exist.

It can be concluded that video games do not help children in any way but instead it affects their health. Video games interfere with the children’s eating habits because such children would tend to consume food with high calories.

In this regard, parents need to monitor the behavior of their children as regards to physical fitness.

In the United States, a study conducted to ascertain the effects of computer games on the performance of students proved that PlayStations and other video games such as Xbox Video affects the concentration of children in class.

Furthermore, the study revealed that children who are like using playing video games could not compete favorably with those who prefer physical games. One of the researchers was quoted saying that the performance of students who engage in physical exercises will always improve with time.

Boys are affected more by the new trend since they would rarely improve in class. Their performance would always remain stagnant for a period.

Moreover, boys cannot develop skills that would help them to read and write well in case they are allowed to interact with the computer frequently (Sakurai, 1984).

It should be noted that video games might not necessarily cause poor performance among school going children but the time spent in watching the games or playing them would consume the time that a student would be expected to read, do some homework, and write a good composition.

Definitely, a student would register a poor grade in case he or she does not engage in a serious research. Video games have a tendency of instilling negative reading attitudes to students. This is because a student would find reading a storybook or solving a mathematics problem boring.

Video games are very fast and demand a higher concentration unlike other academic activities that need time for conceptualization. In a joint study conducted in Australia, researchers concluded that video games affect the performance of students in many ways.

Students who spend time playing video games would always perform dismally in class. In fact, the study revealed that computer games do not help children perform well in any of the subjects. This is because students who spend time watching and playing computer games would always score low in each subject.

This research contradicts some of the assumptions that computer games help children to perform well in some subjects. The Australian study revealed that there is no single positive correlation between academic performance and computer games.

Video games are known to influence the cognitive and educational dexterities of children. Moreover, the games can as well as define the children’s social relationships. In a traditional setting, the relationship between the child and the parent or other senior members of society is clearly defined.

The video games have changed meaning that social relations are no longer the same. Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children.

In the current society, the rate at which conflicts occur in society has increased. Youths are currently violent because of the new games. The main objective of video games, according to Nintendo and Sega Genesis Center, is violence.

Any game played by children via the computer does not have anything new other than violent content. The companies specializing in selling computer games would convince parents that the games are non-violent but in the real sense, they are not.

A study conducted in 1998 confirmed that many children, over 80%, were familiar to a violent game referred to as Duke Nukem. Unfortunately, only 5% of parents were aware of the game meaning that children are access even those games that are supposed to be accessed by only the adults.

This trend affects the social life of children. In 1999, students at Columbine High School in Littleton, Colorado engaged in a destructive demonstration mainly because of the influence of computer games.

Students shot at their fellow teens and other people because they experienced it through video games. Such kind of behavior is destructive because it could lead to social anomy (Griffith, 1999).

Studies across the world indicate that violent video games increase an individual’s hostility and aggression. Aggressive games would lead to a habit whereby students prefer to play the games rather than engage in physical exercises.

This is even related to overweight. Children who are used to video games tend to be indifferent and unresponsive to the sufferings of other children. They would easily bully their fellow students without mercy.

Finkel, S. (1995). Causal analysis with panel data. Thousand Oaks, CA: Sage

Griffith, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior , 4(2), 203-212.

Sakurai, S. (1984). Construction of the Social Desirability Scale for Children. Japanese Journal of Educational Psychology , 32(2), 310-314.

Wiegman, O., & van Schie, E. (1998). Video game playing and its relations with aggressive and pro-social behavior. British Journal of Social Psychology , 37(2), 367- 378.

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Benefit of Playing Video Games

This essay will discuss the benefits of playing video games, challenging the common negative perceptions. It will cover cognitive, social, and emotional advantages, such as improved problem-solving skills, enhanced hand-eye coordination, and opportunities for social interaction. The piece will also consider the educational potential of video games and their role in skill development. Moreover, at PapersOwl, there are additional free essay samples connected to Video Game.

How it works

Video games are seen as a useless entertainment to many parents and even some educators believe that they damage a child’s brain. Over the years, violent video games have been blamed for leading people to a life of crime because they believe that games are the cause of kids becoming violent or develop an antisocial behavior. In reality many psychologists and scientists have found that playing video games can actually have benefits towards a person’s brain. Video games can eventually teach kids skills that they will need and use in their lives.

Today everyone has played video games for fun, but some have put it to the test to use video games for research purposes. In a study done in New York, one set of surgeons played video games for 3 hours a week, while the other set played none. The set who played the video games made 37 percent fewer mistakes during laparoscopic (Medical bag). In another study, those who play action video games on a regular basis can process visual information faster and can track 30 percent more objects than non gamers. Action video games are shown to increase one’s contrast sensitivity, or the ability to notice minute changes in color against a uniform background. One group of gamers played action games, like Call of Duty, while the others played The Sims. The Call of Duty group showed a 38 percent increase in aforementioned sensitivity, whereas the Sims group showed none whatsoever. Video games can also slim you down. Wii Fit, for example, has players doing yoga, stretches and other exercise in order to unlock fun and exercise. Dance Dance Revolution requires players to dance by placing their feet on the corresponding arrows. After a while, players work up a sweat due to the required rapid movement. Gaming can also make you smarter. People who play video games display fluid intelligence and problem solving. Managing multiple objectives and multiple resources is one of the goals that helps you become smarter. Learning the rules of the game and what strategy works best for you also helps you.

When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss. Other sources state that doctors have instructed parents to let their children play video games to help control focus. Active video games are also being marketed for adults. New Gaming companies have been turning their gaming systems into exercise machines. The workout levels are increasing stamina causing weight loss and health awareness. The new video machines can drastically change an adults workout routine.

Video games can also improve visual skills and brain function. Action video games train the brain to better process certain visual information. When people play action video games, they’re changing the brain’s pathway responsible for visual processing. When people play action games, they’re changing the brain’s pathway responsible for visual processing. These games push the human visual system to the limits and the brain adapts to it, and we’ve seen the positive effect remains even two years after the training was over. By playing Action video games, vision improves up to 58 percent. Video games that involve high levels of action, such as first-person-shooter games, increase a player’s real-world vision, according to research in today’s Nature Neuroscience. The ability to discern slight differences in shades of gray has long been thought to be an attribute of the human visual system that cannot be improved. But Daphne Bavelier, professor of brain and cognitive sciences at the University of Rochester, has discovered that very practiced action gamers become 58 percent better at perceiving fine differences in contrast. Normally, improving contrast sensitivity means getting glasses or eye surgery. However, this will need further testing in people with this condition. As a treatment for poor eyesight generally though, gaming is unlikely to replace conventional approaches in the near future. Bavelier had previously found that game players had better vision when compared with non-game players. She says that these video games, and spending time in front of the computer, may not be harmful to our vision. The researchers suggest that this indicates that playing video games could have potential for improving some conditions such as amblyopia (Rochester.edu). Additionally, evidence has shown that gaming can help with psychological problems and games reduce symptoms of depression more than conventional treatment. Another research team at Oxford University found that playing Tetris shortly after exposure to something very upsetting in the experiment, a film of traumatic scenes of injury and death was used, can actually prevent people from having disturbing thoughts (oxford.edu). Therefore playing games can also help in releasing tension and help a person to have lighter thoughts.

The effects are not always so positive, however. Indiana University researchers carried out brain scans on young men and found evidence that violent games can alter brain function after as little as a week of play, affecting regions in the brain associated with emotional control and causing more aggressive behaviour (Indiana.edu). But Daphne Bavelier, one of the most experienced researchers in the field, says that the violent action games that often worry most parents may actually have the strongest beneficial effect on the brain (Bavelier). Games like Mortal Kombat, Grand Theft Auto, Doom and others, have taken the blame for various heinous crimes (Gross). Certain government officials have even gone as far as filing lawsuits against the developing companies in an attempt to outlaw video games in general. Not only that, but they have also been under inspection for supposedly causing a gaming “”addiction””.

Some of the other controversial video games are also the ones with the greatest potential benefits. Fast-paced, FPS like BioShock Infinite, Halo, Half-Life, Borderlands and third-person equivalents like God of War: Ascension, Dragon Age, Mass Effect, and Force Unleashed have all been accused of being too violent, but the benefits gamers gain from playing them are astounding. Researchers like Daphne Bavelier and C. Shawn Green have been able to demonstrate in multiple laboratory tests that playing these fast-paced games increases a person’s ability to try multiple pieces of visual information and decrease reaction time. They also have worked with another researcher, Alexandre Pouget, and showed that fast-action games also decrease decision making time. Basically, these games have so much going on all the time that for someone not used to following and tracking so much information it can be overwhelming. Gamers have no trouble keeping up with this information overload. The players are able to assess, make decisions and react quickly because they have learned how to do so in order to play and advance. If they are playing by themselves they may have to give orders to their computer allies. If they are playing with other humans then they have to be able to communicate effectively with them while tracking all the other data. This shows how playing video games cna help a person be more confident in telling others what to do and helps their communication skills and interact with others better. The brains of gamers adapt so quickly, that they can keep track of all the information they need to. Bavelier and her team found that a video gamer’s brain physically changes so that the player can process all of this information, and, most importantly, use it. A video gamer is capable of making accurate, informed decisions faster than a non-gamer with the same percentage of right answers. Bavelier and Green demonstrated that this benefit from fast-action video games sticks around for at least six months after a test subject has played only 10 hours over the course of 2 weeks. This means that every person can gain this benefit without actually being a gamer, as long as he or she is willing to put in a few hours a week to train his or her brains. This is really exciting because many of these changes have immediate benefits other senacios such as driving because when driving, the increased awareness, ability to track the many things going on around us and to make correct, fast decisions about likely outcomes of movements is invaluable in the prevention of car accidents. Playing video games has a huge impact on an individual’s brain and as a result has a direct impact on how gamers interact with and navigate our world.

Many gamers are told over and over that they have trouble focusing, but they do so well in focusing when there is so much happening on their screens all the time. Exciting new research, again from Daphne Bavelier and her team, is showing that gamers’ attention and focus is actually better than that of non-gamers. They are capable of resolving visual conflicts faster, which is frequently used in the lab to determine attention and focus capabilities. However, video game detractors point to information released by the Centers of Disease Control (CDC) regarding increased Attention Deficit Hyperactivity Disorder (ADHD) diagnosis rates since 1997 with growth rates as high as 22% between 2003 and 2007. They argue that more and more children are being exposed to video games and more and more educators and parents are complaining that their children are unable to focus on things like classroom instruction the female orgasm and homework (Sucutti). What has been found, though, is that these child gamers’ brains, as well as the brains of their already adult counterparts, are very capable of focusing and they can maintain the same level of performance in what we find in many video games like World of Warcraft, much of the Final Fantasy series, and the previously mentioned first person shooters for hours. However, Gabe Zicherman, a leader in the development and application of “”gamification””, disagrees with such views. He suggests that it is adults that need to catch up and keep up with kids, not slow down kids to their slower pace.

Today’s kids play games in which they’re expected to chat in text and voice, operate a character, follow long and short term objectives, and deal with their parents interrupting them all the time to talk to them. Kids have to have an extraordinary multi-tasking skill to be able to achieve things today. It should then not be a surprise to discover that children who have become excellent learners in high-stimulus virtual environments may have trouble settling down into a sedate classroom with other children who are also conditioned to learning through video games. Tom Chatfield has written multiple articles and a book on how video games are the perfect education and motivation tools. He points out that children are constantly learning in a virtual environment where there are consequences to not accomplishing a task, losing a life, a tool, or not meeting a time requirement. There are also clearly stated rewards to completing the task as well as possible unexpected rewards that are doled out at calculated increments. Video game designers have been fine tweaking the ratio of difficulty, rewards and consequences to being a dumbass so that they know exactly how much to throw at a gamer at what level in each game in order to keep that person engaged and coming back for more. Educators could learn a lot from what these designers already know; children who are engaged and rewarded in an interactive learning process can and do give their entire attention and focus.

The fact that video games are a tool that can be used for education, and therefore do have an impact on the human brain, means we do need to be aware of what the potential negative impacts of those changes could be. What most every person has heard as an argument against video games is that they encourage violence and aggression in the people who play them. Multiple studies have been published on the topic, but when those studies have been reviewed and compared, it was found that they contradicted each other, and in many cases, used flawed methods to reach their conclusion regardless of the results. Christopher J. Ferguson with Texas A&M University used meta-analysis to review 12 studies available to him at the time of his publishing and found that researchers often used flawed methodology, drew conclusions that were not supported by their evidence, or in general could find no link between video games and violence. Holly Bowen and Julia Spaniol of the Dept. of Psychology with Ryerson University found that there is no indication that people who play violent video games have any long-term emotional desensitization to violence in their immediate surroundings. They do acknowledge that there may be a period immediately after playing these violent games that a gamer may be desensitized, but it is not an effect that could be attributed to an increase violence and aggressive behavior in those test subjects. Essentially, the evidence so far is showing that video games have a short-term impact on how people respond to violence and are likely desensitized to violence and possibly even reading for a short period after they play violent video games, but there is little evidence that there is a long-term impact. The heart of the argument against violent video games is based on the idea of a long-term, negative impact on gamers. Research just does not support that position.

Video games have become a part of our culture and a part of our lives in many ways. As a society we need to focus our energy and attention on is how to use them to make our lives better. We’ve already seen research that shows how video games can be used to help with several tasks with real world applications. We can use video games to increase our ability to track multiple objects and thus be able to monitor more of our surroundings while driving. They teach people how to be able to focus and maintain attention in situations where there is a lot of information to absorb in very short period of time. Video games can help us to better analyze what is going on around us and make quick decisions about the best action to take in a variety of situations. New research about the benefits of video games is coming out every year. It is time for us all to step forward and embrace the technology around us that has so many benefits and work together to mitigate the deficits that are present. Our society will not be ruined by this action, but will instead be enhanced further. There is one further thing we need to do. We need to sit down and pick up a controller. We leave ourselves at a disadvantage if we refuse to play out of false concerns regarding violence and aggression. Video games are a form of media that is often believed to be associated with negative health consequences. However, they are a great source of stress relief and improvement and development of mental health for social skills. They are engaging and immersive on a level different from traditional board games and other forms of entertainment. The player actively contributes to the level of satisfaction they attain because of the willingness to engage in the elements of the video game. The amount of play time can also be an important factor to the effects of playing certain games. In other words, excessive screen time can have its negative consequence, but if used correctly, video games possess advantages not present in other learning environments and can be a powerful tool to help children improve and develop life skills. Playing video games has become a normal part of childhood for many children and gaming in its proper manner can be healthy, fun, and educational to all ages.

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Study shows video games can improve mental wellbeing – but you can have too much of a good thing

benefits video game essay

Associate Professor of Psychology, Bond University

benefits video game essay

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benefits video game essay

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A study of almost 100,000 people in Japan aged 10 to 69 found playing video games – or even owning a console – can be good for mental health. But playing too much each day can harm wellbeing.

Video games and other forms of online media consumption are an everyday part of life .

Surveys have shown playing video games can have positive effects on stress levels and creativity . But concern remains about the potential negative effects on, for example, general wellbeing, aggressive behaviour and social development, especially for young people.

The World Health Organization lists gaming disorder as a mental health condition, and a severe social withdrawal condition called hikikomori has been described in Japan.

The new survey showed links between gaming and wellbeing and researchers found a way to show cause and effect – that even owning a gaming console improved wellbeing.

What the study found

The research was conducted between 2020 and 2022 – during the COVID pandemic. The researchers used measures of psychological distress and life satisfaction and asked 97,602 people in Japan about their gaming use.

The survey coincided with supply chain shortages. These led retailers to use a lottery system for the purchase of two consoles: Nintendo Switch and PlayStation 5. Of the overall survey group, 8,192 participated in the lottery.

Researchers compared the 2,323 lottery winners against those who did not win the opportunity to purchase one of the new consoles (over five rounds of surveys). They found those who won the lottery had improved distress scores and better life satisfaction.

The results were not all positive. Over time, the scores indicated drops in wellbeing for those who played more than three hours a day. Scores continued to drop for each additional time increment measured.

The study had some limitations.

Firstly, the survey was conducted when the COVID pandemic presented a particularly challenging time for mental health. It also brought changes in social, occupational and lifestyle behaviours.

The study focused mainly on general gaming habits without distinguishing between different types of games, which could have varying impacts on mental health.

Further, participants chose whether to enter the lottery, so it was not a random sample. And the study could not specifically attribute findings to the effects of playing video games versus the effects of winning the lottery.

Finally, we know self-reported studies are not always reliable .

Gaming pros and cons

We know from other surveys video games can be useful stress relievers and aid social connection (albeit online). We also know some games can improve particular cognitive skills such as visuo-spatial navigation and problem solving .

Games and technologies can also specifically target mental health issues , such as social anxiety or phobias, address ADHD symptoms and enhance motivation and performance.

Yet, concerns remain about possible long-term consequences, particularly in terms of reductions in “real-life” socialisation , participation in physical activity, school performance and other health consequences , including sleep and eating behaviours.

boy sits at computer screen at night

3 tips for positive gaming

While video games can offer some benefits, it’s important to maintain a balanced approach to gaming. Here are a few tips to help manage gaming habits and promote overall wellbeing:

1. Set time limits

Encourage moderate gaming by setting clear time limits to ensure it doesn’t interfere with sleep, physical activity or other important daily activities. The Australian institute of Family Studies recommends creating a media plan that includes limits on screen time and balances gaming with other activities.

2. Choose games wisely

Opt for games that are age-appropriate and consider their content. Some games can promote problem-solving skills and creativity , but it’s important to be mindful of those that might encourage aggression or excessive competition.

3. Monitor eating and sleeping habits

Pay attention to eating patterns and ensure meals are not skipped in favour of gaming. Encourage regular sleep patterns and avoid gaming close to bedtime to prevent disruptions in sleep .

While the new study provides promising insights into the potential positive effects of video games on mental wellbeing, these findings should be approached with caution due to the limits of the survey.

While the potential benefits are encouraging, it is essential to adopt a balanced approach to gaming and pursue further research to fully understand its long-term impact on mental health.

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The illuminating benefits of video games

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Playing video games could have mental health benefits, under some conditions

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Wednesday, 28 Aug 2024

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How a dire shortage of video game consoles helped prove that gaming boosts mental health, preview: 'indiana jones and the great circle' is shaping up to be the most authentic video game indy experience.

Research suggests that playing video games could have mental health benefits under some conditions. — Photography CasarsaGuru/Getty Images/AFP Relaxnews

Often criticised, video games have a bad reputation among parents. And yet, according to research from Japan, gaming can have real benefits for the mental health of gamers, even if it's all a question of moderation.

Could turning on your console help put a smile back on your face? According to a paper titled "Causal effect of video gaming on mental well-being in Japan 2020-2022," published in Nature Human Behaviour, video games could have positive effects on mental health. This is the finding of research carried out in Japan, involving almost 100,000 people aged between 10 and 69, in the midst of the Covid-19 pandemic. The results suggest that playing video games, or even owning a console, can have a positive impact on mental well-being.

Switch or PS5?

The study, carried out between 2020 and 2022, used measures of psychological distress and life satisfaction to assess the impact of video games. The researchers questioned Japanese people about their gaming habits, during a period when retailers had to resort to a lottery system for the sale of two particularly popular consoles: the Nintendo Switch and the Sony PlayStation 5. Over 8,000 of the study participants took part in this lottery.

The researchers compared the 2,323 lottery winners with those who didn't have the chance to buy a new console. The results revealed greater life satisfaction and reduced feelings of distress among the winners. The researchers also suggest that the Nintendo Switch offered a more family-friendly experience: "Switch is frequently played in-person with family or friends by casual gamers, making it more family member friendly. Conversely, a typical PS5 game is tailored for hardcore gamers and intended to be played alone in a room. Therefore, it is possible that using PS5 could potentially contribute to a relatively increased occurrence of disagreements on video game usage among family members, resulting in reduced psychological benefits for adolescents," the study reads.

Previous research has already demonstrated the beneficial effects of video games, particularly on children's well-being, if they're designed effectively. Meanwhile, a separate study reported that video games can educate and raise awareness about the refugee crisis.

No more than three hours per day

While getting a console may improve well-being, the study also calls for moderation. After three hours of gaming a day, well-being scores fell for the gamers involved, a trend that became more pronounced with each additional hour spent in front of the screen.

However, while screen time is an important factor, it's not the only thing contributing to a day's well-being. Indeed, the researchers point out the limitations of their analyses, as the study was carried out during the Covid-19 pandemic, a particularly challenging time for mental health, when gamers' screen time skyrocketed. It was also difficult to know whether participants felt happy because they could play video games or because they had won the console lottery.

The diversity of video games and devices used is also a factor to consider: "Furthermore, the magnitude of the gaming effect was revealed to be influenced by various socioeconomic factors such as gender, age, job and family structure.... These findings highlight the necessity for further research into the mechanisms underlying video gaming’s effects on mental well-being and point to the importance of policy design that considers the differential effects of various digital media screen time for diverse populations," the researchers write. – AFP Relaxnews

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Study suggests video game playing may have mental health benefits under some conditions

by Bob Yirka , Phys.org

Nintendo Switch

A team of mental health, human behavior and economic specialists affiliated with several institutions in Japan has found that under the right conditions, playing video games may be good for mental health.

In their study, published in the journal Nature Human Behavior, the group sent questionnaires to people sequestered at home during the COVID-19 lockdown, some of whom were able to purchase video game consoles and games during a lottery.

Prior research has found mixed results regarding the mental health impacts of regular, long-term playing of video games. Some have suggested it can lead to addictive symptoms; in teens, it may lead to social isolation , and in some cases, aggressive behavior . The World Health Organization went so far as to classify "gaming disorder" as a mental illness .

Other studies have suggested such findings are overblown. One of the problems those in the field have encountered while attempting to study such impacts is quantification difficulty—most studies have been done in controlled environments, which could have impacted results.

For this new study, the research team found an opportunity to study the impact of video games on large numbers of people outside of a lab—people stuck at home during the early days of the pandemic.

During the lockdown in Japan, demand for video game consoles and associated games skyrocketed. Console makers attempted to make things fair by holding lotteries—winners had the option of purchasing either a Sony PlayStation 5 or a Nintendo Switch; losers had to find other ways to amuse themselves.

The research team realized this represented an opportunity to test the impact of video game playing on a captive group of players. They created a questionnaire designed to measure mental health and the amount of time spent playing games and sent it to people participating in the lotteries. They received 97,602 of them, filled out and ready for analysis.

The research team found a pattern in the responses—people playing video games appeared to have a greater sense of life satisfaction, a key component of mental health, than those who were not playing games. They also found that the benefits had limits: Those playing more than three hours a day experienced the same benefits as those playing just three hours a day.

Journal information: Nature Human Behaviour

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Fact-checking warnings from Democrats about Project 2025 and Donald Trump

This fact check originally appeared on PolitiFact .

Project 2025 has a starring role in this week’s Democratic National Convention.

And it was front and center on Night 1.

WATCH: Hauling large copy of Project 2025, Michigan state Sen. McMorrow speaks at 2024 DNC

“This is Project 2025,” Michigan state Sen. Mallory McMorrow, D-Royal Oak, said as she laid a hardbound copy of the 900-page document on the lectern. “Over the next four nights, you are going to hear a lot about what is in this 900-page document. Why? Because this is the Republican blueprint for a second Trump term.”

Vice President Kamala Harris, the Democratic presidential nominee, has warned Americans about “Trump’s Project 2025” agenda — even though former President Donald Trump doesn’t claim the conservative presidential transition document.

“Donald Trump wants to take our country backward,” Harris said July 23 in Milwaukee. “He and his extreme Project 2025 agenda will weaken the middle class. Like, we know we got to take this seriously, and can you believe they put that thing in writing?”

Minnesota Gov. Tim Walz, Harris’ running mate, has joined in on the talking point.

“Don’t believe (Trump) when he’s playing dumb about this Project 2025. He knows exactly what it’ll do,” Walz said Aug. 9 in Glendale, Arizona.

Trump’s campaign has worked to build distance from the project, which the Heritage Foundation, a conservative think tank, led with contributions from dozens of conservative groups.

Much of the plan calls for extensive executive-branch overhauls and draws on both long-standing conservative principles, such as tax cuts, and more recent culture war issues. It lays out recommendations for disbanding the Commerce and Education departments, eliminating certain climate protections and consolidating more power to the president.

Project 2025 offers a sweeping vision for a Republican-led executive branch, and some of its policies mirror Trump’s 2024 agenda, But Harris and her presidential campaign have at times gone too far in describing what the project calls for and how closely the plans overlap with Trump’s campaign.

PolitiFact researched Harris’ warnings about how the plan would affect reproductive rights, federal entitlement programs and education, just as we did for President Joe Biden’s Project 2025 rhetoric. Here’s what the project does and doesn’t call for, and how it squares with Trump’s positions.

Are Trump and Project 2025 connected?

To distance himself from Project 2025 amid the Democratic attacks, Trump wrote on Truth Social that he “knows nothing” about it and has “no idea” who is in charge of it. (CNN identified at least 140 former advisers from the Trump administration who have been involved.)

The Heritage Foundation sought contributions from more than 100 conservative organizations for its policy vision for the next Republican presidency, which was published in 2023.

Project 2025 is now winding down some of its policy operations, and director Paul Dans, a former Trump administration official, is stepping down, The Washington Post reported July 30. Trump campaign managers Susie Wiles and Chris LaCivita denounced the document.

WATCH: A look at the Project 2025 plan to reshape government and Trump’s links to its authors

However, Project 2025 contributors include a number of high-ranking officials from Trump’s first administration, including former White House adviser Peter Navarro and former Housing and Urban Development Secretary Ben Carson.

A recently released recording of Russell Vought, a Project 2025 author and the former director of Trump’s Office of Management and Budget, showed Vought saying Trump’s “very supportive of what we do.” He said Trump was only distancing himself because Democrats were making a bogeyman out of the document.

Project 2025 wouldn’t ban abortion outright, but would curtail access

The Harris campaign shared a graphic on X that claimed “Trump’s Project 2025 plan for workers” would “go after birth control and ban abortion nationwide.”

The plan doesn’t call to ban abortion nationwide, though its recommendations could curtail some contraceptives and limit abortion access.

What’s known about Trump’s abortion agenda neither lines up with Harris’ description nor Project 2025’s wish list.

Project 2025 says the Department of Health and Human Services Department should “return to being known as the Department of Life by explicitly rejecting the notion that abortion is health care.”

It recommends that the Food and Drug Administration reverse its 2000 approval of mifepristone, the first pill taken in a two-drug regimen for a medication abortion. Medication is the most common form of abortion in the U.S. — accounting for around 63 percent in 2023.

If mifepristone were to remain approved, Project 2025 recommends new rules, such as cutting its use from 10 weeks into pregnancy to seven. It would have to be provided to patients in person — part of the group’s efforts to limit access to the drug by mail. In June, the U.S. Supreme Court rejected a legal challenge to mifepristone’s FDA approval over procedural grounds.

WATCH: Trump’s plans for health care and reproductive rights if he returns to White House The manual also calls for the Justice Department to enforce the 1873 Comstock Act on mifepristone, which bans the mailing of “obscene” materials. Abortion access supporters fear that a strict interpretation of the law could go further to ban mailing the materials used in procedural abortions, such as surgical instruments and equipment.

The plan proposes withholding federal money from states that don’t report to the Centers for Disease Control and Prevention how many abortions take place within their borders. The plan also would prohibit abortion providers, such as Planned Parenthood, from receiving Medicaid funds. It also calls for the Department of Health and Human Services to ensure that the training of medical professionals, including doctors and nurses, omits abortion training.

The document says some forms of emergency contraception — particularly Ella, a pill that can be taken within five days of unprotected sex to prevent pregnancy — should be excluded from no-cost coverage. The Affordable Care Act requires most private health insurers to cover recommended preventive services, which involves a range of birth control methods, including emergency contraception.

Trump has recently said states should decide abortion regulations and that he wouldn’t block access to contraceptives. Trump said during his June 27 debate with Biden that he wouldn’t ban mifepristone after the Supreme Court “approved” it. But the court rejected the lawsuit based on standing, not the case’s merits. He has not weighed in on the Comstock Act or said whether he supports it being used to block abortion medication, or other kinds of abortions.

Project 2025 doesn’t call for cutting Social Security, but proposes some changes to Medicare

“When you read (Project 2025),” Harris told a crowd July 23 in Wisconsin, “you will see, Donald Trump intends to cut Social Security and Medicare.”

The Project 2025 document does not call for Social Security cuts. None of its 10 references to Social Security addresses plans for cutting the program.

Harris also misleads about Trump’s Social Security views.

In his earlier campaigns and before he was a politician, Trump said about a half-dozen times that he’s open to major overhauls of Social Security, including cuts and privatization. More recently, in a March 2024 CNBC interview, Trump said of entitlement programs such as Social Security, “There’s a lot you can do in terms of entitlements, in terms of cutting.” However, he quickly walked that statement back, and his CNBC comment stands at odds with essentially everything else Trump has said during the 2024 presidential campaign.

Trump’s campaign website says that not “a single penny” should be cut from Social Security. We rated Harris’ claim that Trump intends to cut Social Security Mostly False.

Project 2025 does propose changes to Medicare, including making Medicare Advantage, the private insurance offering in Medicare, the “default” enrollment option. Unlike Original Medicare, Medicare Advantage plans have provider networks and can also require prior authorization, meaning that the plan can approve or deny certain services. Original Medicare plans don’t have prior authorization requirements.

The manual also calls for repealing health policies enacted under Biden, such as the Inflation Reduction Act. The law enabled Medicare to negotiate with drugmakers for the first time in history, and recently resulted in an agreement with drug companies to lower the prices of 10 expensive prescriptions for Medicare enrollees.

Trump, however, has said repeatedly during the 2024 presidential campaign that he will not cut Medicare.

Project 2025 would eliminate the Education Department, which Trump supports

The Harris campaign said Project 2025 would “eliminate the U.S. Department of Education” — and that’s accurate. Project 2025 says federal education policy “should be limited and, ultimately, the federal Department of Education should be eliminated.” The plan scales back the federal government’s role in education policy and devolves the functions that remain to other agencies.

Aside from eliminating the department, the project also proposes scrapping the Biden administration’s Title IX revision, which prohibits discrimination based on sexual orientation and gender identity. It also would let states opt out of federal education programs and calls for passing a federal parents’ bill of rights similar to ones passed in some Republican-led state legislatures.

Republicans, including Trump, have pledged to close the department, which gained its status in 1979 within Democratic President Jimmy Carter’s presidential Cabinet.

In one of his Agenda 47 policy videos, Trump promised to close the department and “to send all education work and needs back to the states.” Eliminating the department would have to go through Congress.

What Project 2025, Trump would do on overtime pay

In the graphic, the Harris campaign says Project 2025 allows “employers to stop paying workers for overtime work.”

The plan doesn’t call for banning overtime wages. It recommends changes to some Occupational Safety and Health Administration, or OSHA, regulations and to overtime rules. Some changes, if enacted, could result in some people losing overtime protections, experts told us.

The document proposes that the Labor Department maintain an overtime threshold “that does not punish businesses in lower-cost regions (e.g., the southeast United States).” This threshold is the amount of money executive, administrative or professional employees need to make for an employer to exempt them from overtime pay under the Fair Labor Standards Act.

In 2019, the Trump’s administration finalized a rule that expanded overtime pay eligibility to most salaried workers earning less than about $35,568, which it said made about 1.3 million more workers eligible for overtime pay. The Trump-era threshold is high enough to cover most line workers in lower-cost regions, Project 2025 said.

The Biden administration raised that threshold to $43,888 beginning July 1, and that will rise to $58,656 on Jan. 1, 2025. That would grant overtime eligibility to about 4 million workers, the Labor Department said.

It’s unclear how many workers Project 2025’s proposal to return to the Trump-era overtime threshold in some parts of the country would affect, but experts said some would presumably lose the right to overtime wages.

Other overtime proposals in Project 2025’s plan include allowing some workers to choose to accumulate paid time off instead of overtime pay, or to work more hours in one week and fewer in the next, rather than receive overtime.

Trump’s past with overtime pay is complicated. In 2016, the Obama administration said it would raise the overtime to salaried workers earning less than $47,476 a year, about double the exemption level set in 2004 of $23,660 a year.

But when a judge blocked the Obama rule, the Trump administration didn’t challenge the court ruling. Instead it set its own overtime threshold, which raised the amount, but by less than Obama.

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benefits video game essay

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Video essay: The moment of truth for Alabama coach Kalen DeBoer

  • Published: Aug. 29, 2024, 9:35 a.m.

Football is near, and the new era of Alabama football is about to begin.

If it hasn’t sunk in yet that Nick Saban will no longer be roaming the sidelines at Bryant-Denny Stadium as the coach of the Crimson Tide, it will hit hardest on Saturday. Alabama faces Western Kentucky in the season opener, the first game for new coach Kalen DeBoer.

The former Washington coach hasn’t yet won or lost a game in Tuscaloosa, but for all intents and purposes, DeBoer aced many tests he has already faced in the offseason. He has said the right things while replacing a legendary coach. He hired good coaches such as defensive coordinator Kane Wommack. DeBoer set aside the notion he and his staff wouldn’t be able to recruit the South. Look no further than five-star receiver Ryan Williams.

All of that is great, but DeBoer will ultimately be judged by what he accomplishes on the field. That starts this week.

To set the scene for the first game of the new era, AL.com constructed a video essay, produced by Clay Yeager. You can watch it at the YouTube link above to get you ready for the first game of the Alabama football schedule.

See more from AL.com's Crimson Tide beat writers

  • How does a team plan for a Saban-less Alabama? WKU’s Tyson Helton explains
  • Can helmet communications, sideline tech help road teams at Alabama? WKU’s coach thinks so
  • How absurd Arkansas backfield put Kane Wommack on path to Alabama defensive coordinator
  • JaMarcus Shephard called this Alabama WR the Tide’s run-blocking ‘Enforcer’
  • Rewinding Alabama football’s Kalen DeBoer, Jalen Milroe on ‘Hey Coach’ before WKU game

Nick Kelly is an Alabama beat writer for AL.com and the Alabama Media Group. Follow him on X and Instagram .

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