1 LastName Name Course Professor 5 December 2017 Video Game Addiction and Its Harmful Effects Playing video games is a pastime that many children enjoy. It has been found that “National surveys of American youth ages 8 to 18 by the Kaiser Family Foundation … found that in 2005, 49% of children had a game console in their bedroom” (Olson et al. 55). From this information, it can be assumed that after school about half of the children come home and start playing video games. The duration of time that children play these video games varies. In recent times it is estimated that, “…adolescent girls played video games for an average of 5 h a week whereas boys averaged 13 h a week.” (Gentile et al. 5). Gaming, therefore, has become more than just a fun activity, it has become an addiction. Addiction can be defined as “… with an uncontrollable urge, often accompanied by a loss of control, a preoccupation with use, and a desire to continue with the activity even though it creates problems” (Skoric et al. 568). These children feel the need to play video games, and it is taking over their lives. This addiction to video games impacts many aspects of a child’s life. As a result of this addiction, video games cause difficulties at school, detrimental impact to relationships and teenage development. There has been a link between poor school performance and difficulties at school with high usage of video games. It has been reported that, “…high-school students who report spending more time
The twenty-first century has made massive improvements regarding technology. The internet plays a vital role for schools, businesses, and humans. With the improvement of the internet, thousands of video games have arouse and gaming addiction has grew tremendously. These video games are at the tip of one's fingers. Video games are indisputably harmful to adolescents because they harm an adolescents' intellectual and social development.
Video games or online games are played everyday by a vast majority of teens in the United States. It is estimated that in 2008 approximately 70-90% of teens reportedly play these games. Many individuals believe that video games offer a learning experience like no other. However, video games distract from learning and actually negatively affect the minds of teen players, therefore, playing video or online games is indisputably harmful to adolescents’ intellectual and social development.
Today we see video games as a fun way to spend your time or a complete waste of time. Video games are sold and played worldwide. Video games were first used by scientist. In 1952, British professor A.S. Douglas created OXO, also known as tic-tac-toe, as part of his doctoral dissertation, which is a long essay on a particular subject, at the University of Cambridge. The first arcade video game sold commercially was Computer Space by Nutting Associates, which was introduced in 1971. In 1972, Atari offered a new video game called Pong. An interesting thing to mention is that Atari was created by Nolan Bushnell, the man who created Computer Space. He left Nutting Associates to create Atari. Pong was the first truly successful commercial arcade video game. It was a great hit when it came out.
“Electronic games are now an everyday part of childhood and adolescence” (Olsen, 2010). Considering children and adolescence are our future, parents need to consider and monitor how these electronic games are affecting their child. There are more studies afloat that report the negative affects of video games over the positive effects until recently. Children and adolescents become addicted to video games easily so it is important to monitor what they are playing and how it is affecting them and their character. A recent study on many boys and girls reported why they are
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of
“Electronic games are now an everyday part of childhood and adolescence” (Olsen, 2010). Considering children and adolescence are our future, parents need to consider and monitor how these electronic games are affecting their child. There are more studies afloat that report the negative affects of video games over the positive effects until recently. Children and adolescents become addicted to video games easily so it is important to monitor what they are playing and how it is affecting them and their character. A recent study on many boys and girls reported why they are
Advances in technology have forever changed the way that children play, communicate, and view the world. Have you ever told your child that it was time to turn the video game off, or to put away the cell phone? Of course you have. Did they become upset, aggressive, or even depressed? These are warning signs indicating a potentially dangerous addiction. Addiction is characterized by the intense need for a substance and the experience of withdrawal symptoms when that substance is taken away (Rauh). Video games fill the player with strong feelings of pleasure and fulfillment. When considering the effects that video games have on your social, academic, and financial life; when do these fun technologies morph into a dangerous addiction?
possibilities for movement in this space?" Video games contribute to the stimulation of the mind
These games and their addictions begin in adolescents as they, the children, are being exposed to them at a much earlier age, since elementary and secondary education is what prepares a student for the world of post secondary academics, it is also beneficial to take note of how video games effect the earlier stages of education as there is a direct relationship between success's in elementary and post-secondary. According to Iman Sharif and James D. Sargent in their article "Association Between Television, Movie, and Video Games Exposure and School Performance" a research study on those between nine and fifteen years of age suggests that out of the seven percent of students who reported below average performance, the majority reported a prolonged exposure to video games during the weekday's (Sarif,Sargent, 2006). Twenty percent of those students (below average) reported eight or more hours during the week for video game screen time (Sarif,Sargent, 2006). Their study looked at all form's of media exposure, but results were consistent in a strong relationship between exposure and poor school performance, particularly the adult themed (Mature or R-rated) content was noted to have the largest impact on school performance (Sarif,Sargent, 2006). This relates to future post secondary success because it suggests to us that children and teens are not performing as well in school, which
Are there people who have never played video games at least once in their adolescence? You might recall some happy memories of playing video games with your best friends or that your parents punished you because you spent a lot of time playing video games. Most school teachers and parents are apt to think that playing video games in adolescence might only have negative impacts on adolescents. Playing video games is considered one of the top obstacles to academic performance and maintaining attention spans. Although these facts are partially true, there are positive effects of playing video games in some ways such as entertainment, development of social interaction and movement skills. This essay will cover the positive and negative effects of playing video games on adolescents’ physical, psychological/social aspects. In these divisions, I will discuss about the relationship between playing video games and the level of physical activity which is related to obese, aggressive behavior which is related to violence, social interaction and comfort effect of video games. Also, I will consider the significance of this issue.
Abstract – Video Gaming has it negatives and its positives. You may look at video games and the first thing you see is the violence that it insures. Most video games have that real effect of blood and can allow the player to kill someone in a fantasy world. Some has said the violence shown in video games are part of the reason for violence in today society. Many has also said that our children that play these violent games tend to reenact what they play in the game into their actual real life. When studies have shown for that to be both correct and incorrect. There is no real proof that video game violence lead to the outside world violence. Some studies have shown that people that play video games heart rate, blood pressure, and oxygen
“High-school students who report spending more time playing video games or who report spending more money on video games had poorer grades in English classes” (Gentile, Lynch, Linder, Walsh 2). All young minds that play video games longer than the average time start to show a poor performance in school. These children start to think more about the video games they are watching and playing every day, rather than doing their homework and studying for tests.
“Video games have been around since the early 1970’s”. Computer Space was the first video game to be produced, and it was created and developed by a company called Nutting Associates. “In 1972, a company called Atari introduced a game called Pong”. Atari was formed by a person named Nolan Bushnell, a developer of Computer Space, who left Nutting Associates to found Atari, which then produced Pong. “Pong was the first successful commercial arcade video game”. (How Stuff Works, 2017)
There have been numerous health and educational reports concerning video gaming however, there is still much debate over what effect such lifestyle has on adolescent development. The following essay will aim to address the negative affect on youth in today’s society by exploring the relationship between video gaming and childhood and adolescent obesity(Sandra L. Calvert, Amanda E. Staiano & Bradley J. Bond) and addiction (gentile 2009). This document will address the links between video games and the distortion of realistic perceptions of body image or personality. It will explore the relationship of adolescent violent behaviour and video gaming and the use of these and potential sleep problems. Finally this document will outline the use of educational gaming in schools in a positive effect.
Do you know that the first video game was released in the 1970s? Video games used to entertain people. Video games are available to any age that wants to play video games. The definition of video games is any games played using electronic chip, such as an arcade machine or console (Dictionary.com). Video games have several types of games such as action, adventure and role-playing, arcade, strategy, simulation, driving, puzzle and sports. Theses are types of video games that anyone can play them. There are different systems or programs developers can video games work on. The developers are always used computer to create their games. Now the developers of video games prefer that their games work in consoles because the hackers hacked every video game on computer. Therefore, anyone can play video games with out paying any money. The first console was released in 1972 and the console was the Atari 2600 with video game called pong. The video games consoles evolve every year. In video games every game has specific age for each game. The entertainment software rating board (ESRB) gives a limit age for all games. EC-early child (favorable for ages 3 and over) , E-everyone (favorable for ages 6 and over), T- teenagers (favorable for ages 13 and over), M- mature (favorable for 17 and over), AO- adults only (favorable for 18 and over) (effect if video games on children). Some studies by education