Definition Argument- abcdefg577

Video Games: Improving Cognitive Abilities, Treating Disorders

Soon, we will be able to walk into our local pharmacy and pick up an interesting prescription: a video game. Long thought of as solely a form of entertainment, video games are proving to be a feasible therapy for an array of cognitive disorders. As it stands, they are not currently available as treatment. However, strides are being made by neuroscientists and game developers, who have successfully crafted games that alleviate the ails of disorders from ADHD to autism. Video games should no longer be thought of as simply a pastime of the bored teenager. They are now to be considered a therapeutic undertaking.

Project Evo epitomizes the work neuroscientists and game designers are doing to aid cognitive ailments. Players control a skidding car on ice, simultaneously tapping color-specified fish that appear at the top of the screen. Doing so employs multitasking, a capability in the same neural networks as attention span and working memory. These associated areas are bridged together while playing, training the brain to increase its focus and memorization. Driving a virtual car while tapping fish sounds nonsensical, but nine completed clinical trials by the researchers have revealed improvements in ADHD, depression, and autism in its players.

Current ADHD medicine comes with negative side effects- sleep loss, low appetite, and stomach pain, to name a few. The creators of Project Evo expect a rapid decline in the use of these uncomfortable ADHD treatments once therapeutic games inevitably become available over-the-counter. Playing a video game with no side effects, aside from potential sore thumbs, is a much more humane treatment approach than swallowing pills that cause various side effects. Skepticism is not unwarranted when saying that video games should replace certain prescription medications. Yet, the interactive, entertaining, and side-effect free aspects, backed by neuroscience, provide a strong case for the classification of video games as therapy.

One major roadblock stands in the way of this necessary classification: the FDA. Games typically travel from conception to retail shelves in six months. This ordinarily simple and quick process extends to an arduous ordeal that can take up to three or four years to complete, and cost several million dollars, when the FDA must approve a medical device. The small companies who are behind these health-centric games do not currently have the high funds or unexplainable amount of time that the FDA stamp of approval requires. The science, logic, and clinical trials have all been established. Doctors can prescribe the games and insurance companies can begin covering the costs for patients once the approval is given. Even drug companies are waking up to the possibilities. Pfizer, working alongside the Project Evo team, is attempting to improve the diagnosis of Alzheimer’s using the game.

Neuroscientists, health care professionals, and pharmaceutical companies have all realized the potential that video games hold for treating cognitive disorders. The FDA is the black sheep, the sole reason that these medically beneficial games are not currently thought of as prescriptions. Once the FDA is onboard, video games will be legally legitimized as what they clearly are: therapy.

Works Cited

Dembosky, April. “‘Play This Video Game And Call Me In The Morning’NPR. NPR, 17 Aug. 2015. Web. 26 Oct. 2015.

Therapeutic Video Game, “Project: EVO” Makes Headlines.” Autism Speaks. N.p., 16 Mar. 2015. Web. 26 Oct. 2015.

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3 Responses to Definition Argument- abcdefg577

  1. abcdefg577 says:

    Feedback was requested.

    Feedback provided.


  2. davidbdale says:

    OK, abcdefg, let’s go.

    P1. Your clearly valuable analogy misfires for a couple of reasons.
    –First, the scrutiny and careful measurement are at odds with the sudden “dangerous.” Instead, you could blend the observations. We seek the assistance of the licensed technician because the powerfully beneficial concoctions require expert handling to be effective instead of disastrous. Just so, the often maligned video game is therapeutic if administered with care.
    –Second, you delay the payoff too long. 1) Video games are far from our thoughts; 2) questions have been raised; 3) kids have some basis for fighting with their parents; 4) they can claim to be “doing it for” their abilities; 5) games are therapy. Whew.

    I favor your intention to illustrate your claims, but don’t let the story interfere with the argument. We have three scenes: 1) the careful pharmacist measuring our pills; 2) ourselves deep in thought about healthcare and simultaneously banning thoughts of video games; 3) kids fighting with their parents over game play.

    I think the entire apparent contradiction could be summed up with a simple premise: suppose instead of prescribing more medications for my autistic child, her doctor wrote me out a ‘scrip for Legend of Zelda?

    More later. Helpful so far? Reply, please.


    • abcdefg577 says:

      Thank you for the feedback. I do tend to get wordy, and I should shorten the first paragraph. I like how your Legend of Zelda example essentially said everything I did in one recognizable example. The “cows and chips” method rarely fails. This feedback is helpful and I’m ready for more, whenever you are.


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