Video games have become part of the social norm for kids now days. Whether it be for educational purposes, sports, a way to take the edge off, or for just pure entertainment, games have evolved to simulate a real life feel. As video games have advanced, so have the graphics and objectives. Kids are not playing low bit games like Pong anymore, but rather games that look and feel like real life. When you pick up the controller now, you’re entering a completely different world.
Today, children are growing up in a media saturated world. There was a national survey in the US that found children aged 8 to 10 years had and average media usage time of 7 hours and 38 minutes every day (Agarwal, 2012).
While some people play for a sense of reward, others play to connect with friends. Everyone plays different games for different reasons. A stress reliever by shooting a few hundred zombies, driving your imaginary dream car down the highway going 120 miles per hour, or working out with a virtual trainer to get into better shape.
The mass media has a poor image about games and the effect that they may have on kids. Some would say that young children are becoming addicted or playing these games constantly and withdrawing from society. They believe that kids are becoming shyer and less aware of true reality, and live in a fantasy video game like land. This causes them to not want to interact with other kids.
It’s a double edged sword when it comes to media usage and video games with both
* Children spend more time learning about life through media than in any other manner. The average child spends approximately 28 hours a week watching television, which is twice as much time as they spend in school. (3)
The sociological interpretations of video games are almost as numerous as the games themselves, and like many aspects of our society can be harmful or beneficial depending on how they are utilized by an
“Firstly, video games can serve as a central activity for interpersonal interaction, providing an activity for friends to participate together (like playing cards or engaging in physical recreation). Secondly, online video gamers can promote interaction with others across the game network and establish new friendships and thirdly, video games and their characters can provide a source of pseudo-social relationships for the game player” (cited in Barenthin and Van Puymbroeck, 2006).
Over the recent years, technological advances have introduces many new forms of entertainment, and one of the most popular is video games. Video games have come a long way since the days of Pac-Man and Frogger, and so have those who play them. Since their introduction, parents have become concerned with the addictive power that video games can have on people, particularly their children. Now, the concern has shifted from the addictive
That may be because videogames are such an important part of socializing for that age, Kutner and Olson say, that these boys are, by definition, “abnormal” (Zipp). However, Kutner and Olson are careful to point out that their study does not prove causality: It may be that more aggressive children are drawn to more violent videogames and not that the games themselves are to blame. Researchers just don’t know yet (Zipp). Kutner and Olson also say that playing the games with your child is an excellent idea, for many reasons. For one, 12-year-olds love being able to trounce their parents at something. For another, parent and child will be able to have meaningful conversation while playing whether about videogames or not. (Children at that age find it much easier to talk to parents if they aren’t facing them.) And if a parent finds something that concerns them in a game, a child may listen more thoughtfully than if the parent just issues a blanket refusal to allow future playing, Olson says. ” But for those parents who simply won’t let their children have video games at home, Olson says “total denial doesn’t work,” there’s a good chance the child will just find somewhere else to play them.” Here again Kutner points out there is no proof of causality (Zipp). One of the major factors keeping violence in video games is the fact that it would be considered unconstitutional. States however continuously try to make laws that restrict
Video games; a pastime for many people across the world, a form of entertainment, and, of course, a way to destress yourself from the outside world. Video games have been around since October 18, 1958 and have been evolving rapidly through the years. “ More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play “Tennis for Two,” an electronic tennis game that is unquestionably a forerunner of the modern video game” (“The First Video Game” 1). Since then, you can play video games at a local arcade or buy a copy of a game you like at a store like Gamestop! There are several companies and millions of titles of games to play from and, definitely, a wide variety of platforms to play on. Video games have a plethora of genres and types of games to play. For example, one could embark on a new journey in a role-playing game like Fallout 3 to playing an american football game in the Madden series. The options do not just end right there! Since video games are advancing so if there content! Specifically, in their action and shooter genre. In a modern action/ shooting games, one can see the blood and even characters get their head blown off. Some video game titles have mass murder scenes and even sexual themes. “As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot” (“Video Game
There are game-related controversies, such as they increase obesity rates, distract students from school work, and promote aggressive behavior. All of these issues are valid concerns for parents to have when deciding whether or not to let their child play. although there is no conclusive evidence to show that video games are a direct cause for these problems. In fact, the only support to claims against video games is that these traits are sometimes prevalent in young gamers.
According to the Campaign for a Commercial-Free Childhood, “8- to 18-year-olds consume an average of 7 hours and 11 minutes of screen media per day” (“Selected Research on Screen Time and Children”). Screen time is time spent watching TV, playing on the computer, or playing on a phone. Too much screen time can have negative effects on young children (“Selected Research on Screen Time and Children”). Since children are having seven hours of screen time a day when they are supposed to have less than two, this is an epidemic that needs to be put to an end. Children are receiving way more screen time than what they should be and it is negatively affecting their health.
Video Games to many, are a way to escape reality and get into their “zone” and do things only imaginable in virtual reality. For others, it's a stress reliever. Then there are those who see it as a horrendous creation that should
Children today spend an average of forty hours a week consuming all types of media, while parents spend an average of seventeen hours a week with their children (Steyer 44).
At a glance, video games may seem to serve the simple purpose of mindless entertainment with no relevance beyond that. In truth, video games are actually able to explain several sociological concepts. Video games are a massively shared hobby to the point where its own culture exists. Social integration is another key aspect of gaming. Many choose to play role-playing in games in which they essentially live another life outside of the real world. Lastly, there is no denying the impacts video games have on society as a whole.
Today's video games are different than the past, we now have a bigger variety. Today games everything is involved. You have past, future, religion, race, gender. You can now learn about each cultural topic. You can simulate being a caveman or simulate being a prisoner. We are in a era of development and gaming help with the process. “Think of it this way: most technologies can be seen as an enhancement of some part of our bodies”(Wright 212). I believe Video games
Although video games began as a form of entertainment, it has become so much more since the first Atari game system was released . In the past 6 years alone it has blown up in to a massive sub-culture filled with people from all walks of life. I know it dosen't seem like it, but slowly video games are bringing people together. Being able to talk, play, fight and interact with someone across the ocean; brings a kind of unity to the world. People from different backrounds, religions, skin color, all interacting and working together. people who woukld never see or talk in real life, all shareing one common intrest.
Although some video games can be played alone and can promote isolation, most games have an online multiplayer. This provides gamers the ability to start conversation with others about doing what they love to do. Instead of video games promoting isolation, they actually reward players because when you talk, you can work together better as a team better than you would without talking at all. This leads to a more rewarding experience when you win; your team knows they did it together and it wasn’t by chance that they coordinated well. Videogames can also form special bonds with
Unlike previous generations who were “introduced” to the internet, television and social media, the present generation is “born” in it. By this statement, it is implied that children today are much closer to technology and media than adults are, and so, are more likely to be affected by it. Perhaps, the highest impact on the physical, cognitive, and social-emotional development of children and adolescents is by media due to its ready availability through Smart phones, tablet PCs and other portable devices. This paper attempts to evaluate some of the influences of media on various aspects of child and adolescent development.