Decisions are the common choices all individuals make in the normal daily encounters. The life of every human being is principally guided by the decisions he or she makes at a personal level. Very often, people find themselves having made decisions that end up yielding negative results while, on the contrary, others make decisions that lead to excellent outcomes. It is however, important to note that not all decisions made by humans are considered important in their lives. Important decisions in life involve a lot before one arrives at the stage of making a final choice (Sloan). In the present day when the young people face the threat of lifestyle diseases, a choice to avoid habits that lead cause obesity and other harms to their wellbeing would be a major life decision in the life of a youth.
Most of the activities that threaten the physical and mental well being of youths are among the few interesting hobbies that make their lives interesting. In their teenage days, the present day youths tend to be great lovers of movies and television programs that show during most parts of the day. They remain seated for most part of the day when not in school as they watch different channels on TV. It is quite difficult to find them outdoors playing physical games or even taking time to jog for few minutes. They find it quite boring to play outside since whenever they feel like playing games, they engage in playing video games. Those in high school often find themselves at loggerheads
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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.
There are billions of gamers, many of which play daily. There are not a billion school shooters, there are not a million school shooters, there is not even hundreds of school shooters. There are many health benefits associated with games many people don’t receive. Many people have improved reactions from videogames. Skills not used everyday are used playing some video games. These skills can prove very useful in later life. Stimulating games and activities, with simulated violence are diverting and positive activities for teens, because the benefits outway the
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
Recently, American psychologists in concert with specialized physicians have completed a number of researches by examining the influence of video games in teenagers and teenage outlook. The outcome of video game on human conduct results to smocking, sex, and teen violence among others. General practitioners and psychologist have contributed radically in supporting American government and healthcare association on how to handle issues related to medical and mental illness from teenagers affected by video games. Physiologists have identified complicating psychological facet in more than 70% of brain complains among teenagers. Situation such as mood disorder, nervousness, substance misuse, weight loss, and unrelieved headaches are resulted by brain fatigue
Video games are a common way to pass time in a young adult's life. Instead of going outside and playing with friends teens chose to play violent games that can change their behavior. Depression, anger, and mental health problems can be caused from these violent games. Some may argues these games are helpful to a teen's development but in reality they can be deteriorating. Teens should not play violent video games because they make kids aggressive, teaches teens how to use guns, and makes children dull to emotion and reality.
As people know, adolescents are immature, and their psychological are easily affected. So, it is easy to understand that violent video games can influence teenager’s psychological. In the articles, the authors also show this view. Firstly, teenagers have more conflict. Teenagers are irrational, so they are impulsive. For example, when they argue with other people, they are easily imitating the violent video games, and harm other people. In the article, the author shows that teenagers have more negative emotion (Kirsh, 2003, p381). Secondly, teenagers are easy controlled by their negative emotion. This is because of the hormone in adolescents (Kirsh, 2003, p382). For instance, the teenagers are easy feel unhappy all day, and they easy have depression. Therefore, let teenagers play violent games is
According to CNN, 90% of America’s youth ranging from eight to sixteen year olds play about thirteen hours of video games a week (Saidi and Gross). Video games have become such a prominent part of our society and have affected viewers in a negative way through the countless violent acts portrayed throughout the games, promoting violent behaviors among the youth in our society.
Excessive video game playing has been a problem with today’s youth they have had more influences over the youth than ever before. That brings to my attention a question, how do video games affect the youth of our society? Excessive video game playing, especially violent video games, can lead to youth violence, a decrease in academic success and many other negative things. I realize that some parents believe that they can be good for children, I agree but I also disagree in some cases. Some parents allow their children to play video games to keep a social life and to learn how to use strategies. This is true in some cases but not in all cases. For instance, other children that play video games alone and are in their rooms constantly can
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.
Adolescents that play a lot of interactive games are less social and outgoing. “Several respondents mentioned that gaming online provided them the opportunity to get away, to flee from their everyday problems” (Frostling-Henningsson 4). These young people use their time to play games instead of facing their problems and fixing them. Instead they let their problems stack up and interfere with their lives severely. “Interest in other activities such as listening to music, art, or reading (57.0%), watching TV, DVDs, or playing video games (48.1%), and using electronic media including internet and texting (47.8%) were the most common reasons for not spending time outside” (Larson 1). Almost fifty percent of the reason children do not go outside is because of console games. Technology has interfered with teen’s outdoor activity times and reduced their hours outside. Video games are taking over many adolescents’ childhoods. Imagine if the only memory a child had was only about video games, they would probably regret wasting a lot of their time. Moments that cannot be replaced wasted right in front of TV and digital devices. This decrease in spending time outside and being with friends creates problems in their social skills. But going outside is not the main concern,
The growth and expansion of the video games market in the United States highlight the importance of digital entertainment in the society. According to Lenhart, almost 72% of teens play video games on cellphones, tabs, computers, and game consoles. However, there are various concerns on the impact of video games on the high rate of violence in the society. Some studies argue that video games have positive effects on children as they boost creativity, improve cognitive and emotional development. Nevertheless, opponents of video games argue that they are highly addictive and promote social isolation which undermines social development among children. Therefore, overdependence and addiction to video games are the main factors that contribute to negative effects including violent and aggressive behavior, poor eating habits, and poor mental development.
Students spend too many hours a day just on social networking. Furthermore, add in the computer time, time spent on the Internet or smart phone and video game playing, it is easy to see how students can spend a significant chunk of their waking time plugged in. Their interest on gadget might also make them anti-socialize, and then make them only have a few number of friends. Due to that, students will refrain themselves from going outdoor physical activities. They will have no interest on playing games or sport because it will bore them. It cannot be denied that video game is more interesting than physical game. However, the addiction of playing gadgets instead of playing footballs with friends will lead the student to an unhealthy lifestyle. Besides, too much screen time also promote a sedentary lifestyle, which one of the major contributing factors to obesity and also a major risk factor for heart disease. Trading even just 30 minutes of electronics time per day for physical activity can help significantly reduce these risks. In addition, spending too much time playing video games can affect the students’ mental health. It can increase depression in students who have a predisposition to social or mental health problems. However, electronic gadgets, while they are useful for communication, assignments and entertainment, they can cause problems if they are
Living a healthy lifestyle is a crucial element in weight management. Learning and implementing healthier alternatives can be used to combat the obesity epidemic as well as other dangerous eating patterns. According to the National Institutes of Health about 68% of American adults are overweight (Core Concepts 408). “Over the past two decades, the prevalence of obesity has doubled among adults in the United States, making it the second leading cause of preventable death” (Guzman 1). Binge-eating, bulimia nervosa, and anorexia nervosa are also diseases that fall under living a healthy lifestyle and is affecting 11 million Americans. Considering the risks of reducing life expectancy, heart attacks, cancer, hypertension, arthritis and depression, it is a wonder why the rate is growing instead of decreasing. Three important factors for adopting a healthy lifestyle are your eating habits, physical exercise and emotions.
Playing video games is a favorite activity of kids and must of kids today often spend more time playing video games. Yet its affects on their health are often perceived to be negative. Playing video games provide a rapid growing form of entertainment and also use for educational and business purposes. Playing video games are fun and having fun has a lot of benefits mentally. It has positive effects that we could apply to our daily activities. Playing video game could help establish the development of cognitive, emotional and social skills ages 10-11 years old.
“Fully 72% of all teens play video games on a computer, game console or portable device like a cellphone, and 81% of teens have or have access to a game console.“ (Lenhart 1) When most people read this, they might assume it is a bad statistic and something that needs to be lowered, however it actually has many positive attributes that usually go unreported. The positive effects of video games outweigh the negatives in the bigger picture. Video games help to develop the social skills that people think teens lose nowadays. Teenagers who do play video games do better in school than those who do not. They are the most beneficial form of entertainment there is. Not all digital media should be seen as a group of items that go hand in hand. Digital media consists of useful tools that can be, with proper facilitation, used to young