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Not_XX the_AT Gamer_NP1 ,_, but_CCB the_AT Game_NN1 Computer_NN1 or_CC other_JJ video_NN1 games_NN2 ,_, much_RR like_II everything_PN1 else_RR in_II the_AT universe_NN1 ,_, have_VH0 both_RR pros_NN2 and_CC cons_VVZ that_CST mix_VV0 together_RL to_TO form_VVI a_AT1 whole_NN1 ._. 
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A_ZZ1 gamers_NN2 health_NN1 ,_, intellectual_NN1 ,_, psychological_JJ and_CC physical_JJ health_NN1 are_VBR all_DB affected_VVN by_II video_NN1 games_NN2 ._. 
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I_PPIS1 believe_VV0 some_DD ,_, certain_JJ ,_, computer_NN1 games_NN2 can_VM be_VBI harmful_JJ to_II players_NN2 ,_, and_CC some_DD games_NN2 can_VM be_VBI beneficial_JJ ._. 
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Violent_JJ and_CC competitive_JJ video_NN1 games_NN2 may_VM have_VHI a_AT1 negative_JJ impact_NN1 on_II a_AT1 players_NN2 psychological_JJ development_NN1 ._. 
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Other_JJ video_NN1 games_NN2 that_CST encourage_VV0 social_JJ interaction_NN1 and_CC diverse_JJ stimulation_NN1 such_II21 as_II22 puzzle_NN1 games_NN2 or_CC other_JJ brain_NN1 games_NN2 may_VM have_VHI a_AT1 positive_JJ impression_NN1 upon_II a_AT1 players_NN2 intellectual_NN1 and_CC psychological_JJ growth_NN1 ._. 
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A_ZZ1 persons_NN2 physical_JJ growth_NN1 and_CC development_NN1 also_RR have_VH0 both_RR ups_NN2 and_CC downs_NN2 from_II the_AT effects_NN2 of_IO playing_VVG video_NN1 games_NN2 ,_, depending_II21 on_II22 the_AT game_NN1 chosen_VVN to_TO play_VVI ._. 
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Firstly_RR ,_, violent_JJ video_NN1 games_NN2 have_VH0 been_VBN shown_VVN to_TO reduce_VVI the_AT brains_NN2 response_NN1 to_II violence_NN1 and_CC cause_NN1 and_CC increase_VV0 in_II aggressive_JJ behavior_NN1 in_II youth_NN1 ._. 
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This_DD1 has_VHZ been_VBN all_RR21 but_RR22 forcefully_RR proven_VVN through_II hundreds_NNO2 of_IO scientific_JJ studies_NN2 throughout_II the_AT world_NN1 ._. 
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This_DD1 not_XX only_RR blatantly_RR says_VVZ video_NN1 games_NN2 can_VM be_VBI bad_JJ for_IF players_NN2 brain_NN1 activity_NN1 but_CCB increases_VVZ their_APPGE likelihood_NN1 to_TO be_VBI aggressive_JJ ,_, which_DDQ directly_RR affects_VVZ a_AT1 persons_NN2 health_NN1 ._. 
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Some_DD studies_NN2 show_VV0 that_CST violent_JJ video_NN1 games_NN2 alone_RR do_VD0 not_XX inspire_VVI aggressive_JJ behavior_NN1 ,_, but_CCB the_AT addition_NN1 of_IO high_JJ competition_NN1 is_VBZ also_RR a_AT1 large_JJ factor_NN1 ._. 
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Competitive_JJ video_NN1 games_NN2 can_VM cause_VVI powerful_JJ negative_JJ emotions_NN2 amongst_II friends_NN2 ._. 
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One_MC1 gamer_NN1 explains_VVZ how_RRQ he_PPHS1 and_CC his_APPGE wife_NN1 play_NN1 video_NN1 games_NN2 together_RL with_IW another_DD1 couple_NN1 ._. 
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After_II competing_VVG with_IW the_AT other_JJ couple_NN1 ,_, there_EX was_VBDZ a_AT1 creation_NN1 of_IO negative_JJ feelings_NN2 leading_VVG to_II the_AT two_MC couples_NN2 losing_VVG their_APPGE ties_NN2 ._. 
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On_II the_AT other_JJ hand_NN1 ,_, cooperative_JJ games_NN2 promote_VV0 healthy_JJ social_JJ interactions_NN2 and_CC foster_JJ altruistic_JJ demeanors_NN2 among_II players_NN2 ._. 
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Most_DAT gaming_NN1 time_NNT1 is_VBZ spent_VVN face_NN1 to_II face_NN1 ,_, with_IW a_AT1 friend_NN1 or_CC family_NN1 member_NN1 ._. 
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When_CS the_AT gamers_NN2 are_VBR working_VVG together_RL to_TO reach_VVI a_AT1 common_JJ goal_NN1 ,_, instead_II21 of_II22 competing_VVG against_II each_PPX221 other_PPX222 ,_, positive_JJ relations_NN2 are_VBR created_VVN ._. 
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Also_RR ,_, outside_II21 of_II22 face_NN1 to_II face_NN1 gaming_NN1 ,_, people_NN post_NN1 wikis_NN1 ,_, write_VV0 blogs_NN2 and_CC even_RR devote_VV0 events_NN2 towards_II gaming_VVG to_TO share_VVI their_APPGE experiences_NN2 ,_, progress_NN1 ,_, and_CC problems_NN2 ._. 
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In_II this_DD1 situation_NN1 ,_, they_PPHS2 can_VM help_VVI each_PPX221 other_PPX222 and_CC work_VV0 together_RL ,_, applying_VVG social_JJ skills_NN2 otherwise_RR left_VVN behind_RL in_II completion_NN1 ._. 
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Also_RR ,_, gaming_VVG together_RL ,_, in_II a_AT1 cooperative_JJ matter_NN1 ,_, can_VM generate_VVI positive_JJ stress_NN1 ,_, or_CC eustress_NN1 ._. 
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This_DD1 happens_VVZ when_RRQ people_NN voluntarily_RR experience_VV0 unnecessary_JJ obstacles_NN2 ,_, which_DDQ is_VBZ what_DDQ gaming_NN1 is_VBZ ._. 
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When_CS a_AT1 person_NN1 is_VBZ in_II control_NN1 of_IO how_RRQ a_AT1 situation_NN1 is_VBZ handled_VVN ,_, to_TO overcome_VVI obstacles_NN2 and_CC reach_VVI a_AT1 goal_NN1 ,_, the_AT challenge_NN1 creates_VVZ stress_NN1 ._. 
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This_DD1 stress_NN1 is_VBZ actually_RR good_JJ for_IF the_AT body_NN1 and_CC helps_VVZ one_PN1 feel_VVI energized_JJ ,_, confident_JJ and_CC relatively_RR well-off_JJ ._. 
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This_DD1 harbors_VVZ ambitions_NN2 ,_, positive_JJ thinking_NN1 and_CC goal-oriented_JJ living_NN1 ._. 
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There_EX are_VBR also_RR video_VV0 games_NN2 designed_VVN to_TO help_VVI stroke_NN1 patients_NN2 recover_VV0 and_CC autistic_JJ children_NN2 learn_VV0 life_NN1 skills_NN2 amongst_II others_NN2 ._. 
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Physical_JJ development_NN1 may_VM be_VBI hindered_VVN ,_, but_CCB also_RR may_VM be_VBI fostered_VVN depending_II21 on_II22 the_AT games_NN2 chosen_VVN today_RT ._. 
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There_EX are_VBR several_DA2 games_NN2 designed_VVN to_TO get_VVI people_NN up_RP and_CC moving_VVG around_RP instead_II21 of_II22 sitting_VVG or_CC lying_VVG while_CS gaming_VVG ._. 
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While_CS others_NN2 are_VBR doomed_VVN to_TO be_VBI a_AT1 hands_NN2 move_VV0 only_JJ type_NN1 of_IO game_NN1 ._. 
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If_CS chosen_VVN correctly_RR ,_, people_NN can_VM actually_RR lose_VVI weight_NN1 and_CC increase_VVI physical_JJ strength_NN1 and_CC endurance_NN1 while_CS playing_VVG games_NN2 ._. 
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Hand-eye_JJ coordination_NN1 has_VHZ increased_VVN among_II youth_NN1 in_II the_AT last_MD few_DA2 decades_NNT2 ._. 
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Some_DD studies_NN2 suggest_VV0 that_DD1 obesity_NN1 and_CC other_JJ related_JJ complications_NN2 are_VBR a_AT1 result_NN1 of_IO gaming_VVG for_IF too_RG long_RR ._. 
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On_II average_NN1 ,_, by_II the_AT time_NNT1 an_AT1 American_JJ kid_NN1 reaches_VVZ the_AT age_NN1 ,_, 21_MC ,_, he_PPHS1 would_VM have_VHI played_VVN 10,000_MC hours_NNT2 of_IO online_JJ gaming_NN1 ._. 
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This_DD1 is_VBZ the_AT same_DA amount_NN1 of_IO time_NNT1 spent_VVN in_II middle_JJ school_NN1 and_CC high_JJ school_NN1 combined_VVD ._. 
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If_CS this_DD1 time_NNT1 is_VBZ spent_VVN sitting_VVG ,_, eating_VVG junk_NN1 food_NN1 and_CC competing_VVG on_II violent_JJ video_NN1 games_NN2 ,_, then_RT one_PN1 could_VM be_VBI an_AT1 obese_JJ ,_, aggressive_JJ ,_, anti-social_JJ predator_NN1 ._. 
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On_II the_AT other_JJ extreme_JJ ,_, if_CS one_PN1 plays_VVZ cooperative_JJ ,_, non-violent_JJ games_NN2 that_CST require_VV0 physical_JJ interaction_NN1 ,_, then_RT he_PPHS1 could_VM be_VBI a_AT1 fit_JJ ,_, healthy_JJ and_CC bright_JJ individual_NN1 ._. 
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The_AT truth_NN1 is_VBZ ,_, most_DAT gamers_NN2 are_VBR in-between_II ._. 
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There_EX is_VBZ always_RR a_AT1 grey_JJ area_NN1 ;_; situations_NN2 are_VBR logically_RR never_RR black_JJ and_CC white_JJ only_RR ._. 
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People_NN might_VM decrease_VVI their_APPGE response_NN1 to_II violence_NN1 at_II the_AT same_DA time_NNT1 learning_VVG how_RRQ to_TO interact_VVI and_CC play_VVI well_RR with_IW others_NN2 ._. 
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There_EX will_VM always_RR be_VBI pros_NN2 and_CC cons_VVZ to_II gaming_NN1 ,_, but_CCB how_RGQ extreme_JJ the_AT effects_NN2 are_VBR completely_RR dependent_JJ on_II the_AT game_NN1 chosen_VVN ._. 
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