Video Games

911 Words2 Pages

Have you ever wondered how games impact children? or why kids love to play them? Well your about to find out and the answer may be surprising. Video games were first introduced in the 1970s. By the end of that decade they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children. Early research on these effects was inconclusive. However, a resurgence in video game sales that began in the late 1980s after the introduction of the Nintendo system has renewed interest in examining the effects of video games. The increasingly realistic and exciting nature of electronic games has helped to make them enormously popular with children and youth. 79% of American children now play computer or video games on a regular basis. Children between the ages of 7 and 17 play for an average of eight hours a week. Most of the games on the market are appropriate for these young players, and the best of them can bring a lot of benefits. Besides being fun, some of the games provide practice in problem solving and logic as well as strategizing. The subset of games that feature violence, gore, and antisocial behavior has raised concern among parents, educators, child advocates, medical professionals, and policy makers. The implication of games in high profile school shootings has led to congressional hearings, government investigations, and legislative proposals. The intense concern about video and computer games is based on the belief that the ultra violent games are inappropriate for all children and harmful to some. Exposure to violent games increases aggressive actions. Studies measuring aggressive behaviors after playing violent video games (compared with behaviors displ... ... middle of paper ... ...hildren (and adults) who play more violent video games are more likely to experience aggressive feelings, thoughts, and actions, and are also less likely to behave in positive, helpful ways. This appears to be true for both boys and girls, and surprisingly, also for children who are not naturally aggressive. In conclusion video and computer games will continue to be an exciting and growing part of children’s media diets. With so many good games available for children and youth, it is unfortunate that so much attention has to be paid to games which are inappropriate for all youth and harmful to some. As long as children have easy access to these games, then policy debates will continue. Perhaps those debates will be moot in the near future as both the industry and parents make sure that the children and youth of America are sold games that entertain and benefit them.

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