The Negative Effects of Video Games Essay

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Video games began in the late 1960s. It is highly interactive but also a distinct simulation of the real world and the world of thinking. In recent years, Video games have been gaining its popularity at an amazing rate and have developed into a common form of entertainment in people's lives. According to a survey, the researcher found that in 1992, approximately ninety-two percent of U.S. kids between 2 and 17 years of age play video games, and their parents bought 225 million of them last year to the tune of 6.4 billion dollars (Sider, 2002). Some people also believe that playing video games has become a cultural phenomenon. However, there are many noticeable problems are coming out while video games bring us a lot of fun. The most…show more content…
Moreover, the frontal lobe of the brain is playing an essential role in controlling individual’s behavior, but the sad is it can only develop up to an age of 20. If children’s frontal lobe is underdeveloped or damaged, the things they do will be always improper, but in contrast if the frontal lobe is stimulated, its fibrous tissue will grow and get thick that will help a lot on keeping their behavior in order. Video games stunt the development of the frontal lobe in brain, which is very harmful to next generation of a nation. Video games also have negative impacts on other parts of brain which are responsible for sensory, emotion and visual perception. A Strong impulse of sound and light in video games can directly divert the children’s attention. In order to achieve an attractive effect, video games are often colorful and stereotyped. When there is too much stimulus on visual and auditory, the children’s sensory function will be attenuated and sluggish to react. Additionally, many people argued that there is a direct connection between children playing violent video games and becoming more violent on their behavior. In an experiment, two groups of children were tested and they are separated by three to six months. The purpose of this experiment is to assess the participants’ video games habits and physically

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