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. Adolescent obesity has become more prevalent in today’s society. Case studies show that “ the implementation of a time limit for screen time is particularly important for younger children . However the risks associated with video games and computers are not as substantial as watching television. Both activities are not a substitution for physical activity. ” (Sandra L. Calvert, Amanda E. Staiano, Bradley J. Bond). Furthermore according to the Australian institute of health and wellness (2014) “n 2014-15, around one in four (27.4%) children aged 5-17 years were overweight or obese, this comprised of 20.2% overweight and 7.4% obese. There has been no change in the proportion of
An increases in the number of obese children can be attributed to the growth of both the fast food and technology industries. Fast food has become an attractive alternative to home-cooked meals for many families. Poor economic times has caused many families to struggle making ends meet, making fast food an inexpensive and easy meal. Additionally, technology--video games, cell phones, computers, and tablets-- and social media has also exacerbated the issue of child obesity. These technological and social media outlets have caused many youths to spend countless hours watching television, playing a video game, or browsing the web. The U.S. Department of Health suggests that adolescents should get at least one hour of physical activity everyday. According to a recent study, “over 45% of Americans 12-17 years of age spend more than two hour per day glued to a screen” (Source 6). It is clear that most of today’s generation of teens and adolescents doesn’t get the recommended one hour of physical activity per day. But who is going to help adolescents and their fight with
Throughout my research on the articles that I have read about the positive affects that video games have on us human being’s. Violent games aren’t as bad as people make them out to be, shooter games can build awareness and continuity to a young children’s brain while it can assist and refine their learning skills. Violent games have been tested and researched for years and what researchers are now discovering how shooting games can help relieve PTSD (Post Traumatic Stress Disorder) for war veterans. As a matter of fact with all these studies & research articles about shooter video games benefiting younger and older audiences, this may be a helpful tool for growing and learning for the future.
Kids start to play video games at an early age like 5-10. Video games today are a huge part of today's world. People today will spend as much as $60 on a game or even $300 on PlayStation or Xbox, With that being said, some people are spending most of their day playing video games. It is a major part of how we entertain ourselves today but, Video games are bad for teenagers and kids, Some of the reason why are because it can cause body pain, aggressive behavior, or even eye damage.It might also keep you from achieving your goals.
Joan Jett’s song, “I don’t give a damn bout my bad reputation” may seem to express the sentiment of the gaming industry. Despite being accused of impairing academic achievement, leading to obesity, and contributing to violent behavior, the gaming industry continues to market to children and to create an increasing number of violent games. It appears that this billion dollar industry has a blatant disregard for the public’s wellbeing. Because of these claims of detrimental effects, anti-game laws have made their way to the Supreme Court. These proposals have been rejected repeatedly. This is not done just because of our right to freedom of speech. These court cases are won by the gaming industry because no link between violent video
Video games have been a growing phenomenon since the mid 1980s. With the vast improvements in technology, the video gaming industry had evolved from simple two dimensional games to realist, fast paced, life like experiences. Along with its growth there has been an ongoing discussion of whether video games are beneficial or hazardous to children and adolescents. Fast-paced games allows children and adults to become a better decision maker, enhance their ability to learn, and helping them to become less antisocial.
My mini literature review is on the effects of video games on youth, both positive effects in the form of educational games and negative effects in the form of aggressive behavior and desensitization.Many people focus on the negative effects that video games have on young people, but video games can also have more than just negative effects on people.
As a teenager people tend to make stereotypes about you. One is that most teens are lazy and do not like to do anything, the other is that a lot of male teens play video games and waste their time on that. Imagine staying up till three am in the morning just playing video games, people will say that is bad right? As it turns out it is and it is very unhealthy but at the same time doing anything at three am in the morning is unhealthy and bad for you. If you are doing homework, working on something, or even just being on your phone up until that time of day it can never benefit you. This is where people tend to generalize and make unrealistic assumptions on people who spend their time playing video games. They start saying how playing video games is bad and playing mature games is making young people dangerous, not only to themselves but to others as well. In reality video games are not bad for anybody, they are only bad when an individual allows it to take control of their life, but this goes for anything in life. Games are actually very beneficial, they can have a good effect on people who play them and can enhance certain traits that the human body has. In researching this topic the conclusion was that not all video games have the same effect on everyone, meaning that video games do not effect young people and the way others perceive them to. One statement that remains true in my research is that video games can improve on many skills and for the most part it is all up to
What are the effects of video games? That is the question that comes to our mind if we or someone we know are playing video games excessively, like our friends. So today we will talk about the effects of video games, positive or negative.
A major development in mass media over the last 25 years has been the advent and rapid growth of the video game industry. From the earliest arcade- based console games, video games have been immediately and immensely popular, particularly among young people. According to Gentile, “Additionally, the introduction of video games to the home market only served to further elevate their prevalence” [Gentile, 2009]. Because of their widespread popularity, social scientists, parents, and politicians have been concerned with the potential effects of video games, focusing particularly on games with violent content and their harmful effects on children. Although there is an extensive base of scientific literature on the negative effects of violent video games, research on prosocial games is much more limited. Few empirical studies have tested the effect of prosocial video game content on helpful and hurtful behaviors and results from these studies suggest that prosocial content in games can in fact increase prosocial behavior in the short and long terms. Additionally, recent studies have started to explore the causal mechanisms responsible for the effects of prosocial video games on helpful and hurtful behaviors. Results from some studies suggest that these effects may be due to changes in cognitive beliefs, whereas other studies suggest these effects are due to changes in affect. Overall, both types of effects are consistent with social-cognitive models of social behavior, including
If you ever wonder why kids aren’t outside, then that’s because they are inside playing the most intricate source of entertainment out there to date. Video games have the best positive effects on everyone, especially children. Just about all video games have been a part of children’s lives for many years. There have been so many game consoles like N64 or the Play Station. These days game consoles have their own controllers and composite games. Each controller has multiple buttons and sticks. Some controllers even have motion control! Video games are second nature to kids today. Playing video games have various positive effects, and unfortunately some negative effects. One of these positive effects
Video games today have become a huge role in the consumption of people’s entertainment. Ninety- seven percent of kids between the ages of 12 and 17 play video games and the industry only shows signs of large growth. In 2016, 24.5 billion games were sold (Nichols) leading to a 21.53 billion dollar industry (“Do Violent Video”). With the growth of new players around the world, the debate has sparked whether video games are beneficial to society or if they come with repercussions. They may be fun for the kids, but the parents may not agree. Research is quickly being done to determine whether they are harmful or helpful. Some believe that the violence and addiction of video games make them a danger to society while others argue there are benefits to playing video games. However, video games have been misrepresented in the media and wrongly blamed for the actions they are not related to. Research has actually shown that video games can come with a large group of benefits that disprove much of the speculation around them. With video games being misrepresented and research suggesting they are beneficial, it is logical and reasonable to come to the conclusion that video games can do more good than harm.
In today’s society majority of teenagers spend their time playing video games. A study shows that approximately 77% of males and 57% of females, ages 18-29, play video games (Tribune Content Agency, 2015). With video games becoming increasingly popular many ignore the negative effects they have on society. One of the most popular video games played is “Call Of Duty”. The video game “Call of Duty” should not be played due to the negative effects it has on society including enhancing aggressive behavior, teaching negative values such as bullying, and desensitizing children from violence.
When the term “video games” is mentioned, the mental image many may picture is most likely one of a teenage boy behind a television screen or monitor, engaging in an action packed animation that contains no benefit but of pleasure. For many years the idea of computerized gaming has been twisted and misunderstood for something it truly isn’t. The subject of discussion when the topic is usually brought about is typically about how video games are damaging our society and how the influence of some games have negatively impacted many and have indubitably brought about nothing but harm and violence due to the graphic content of some specific games, typically making that the image branded behind the idea of gaming. Could video games truly improve multitasking and problem solving skills? Truthfully, although video games and the effect on the human race have been misinterpreted as a brain deteriorating concept, many scientists and psychologists find that video games can actually have many benefits, even further proven that video games have the ability to actually teach and strengthen the effect of multitasking on the brain, with a long term effect of consistent results due to scientific studies taken.
Since video games first emerged in the 1970s, they have evolved significantly in terms of context. Instead of classic, light-hearted games like 'Pac-Man' or 'Tetris', the newest trend in gaming is violence. Graphic games have become increasingly popular, causing a plethora of controversy to erupt in regards to how they may affect today's adolescent gamers and their mental well-being.
Throughout my childhood, I have always enjoyed video games, though I am not proud of this statement. During elementary school I would finish my homework straight when I get home, then continue to play video games. It’s not that I was addicted to gaming, but I really felt that there was nothing else I would want to do. One might argue that I could have gone outside or made art, but I had nobody to go outside with, or make art with, so the easy activity to do was to sit and play video games. I was still active in soccer and I had near perfect grades so there seemed to be no reason not to. It was entertaining, and I was not hurting anyone. I think that video games are enjoyable, especially for young children, and surely they have some