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The effects of technology on children's brains
The effects of technology on children's brains
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The Effects of Technology on Child Development In this digital age, technology is becoming more and more integrated into children’s daily lives. Millennial children in this generation receive smart phones and have a vast knowledge of the internet all before the age of ten. Little do these children know, technology is shaping the way they think and perceive the world. Scientists are finding that technology has substantial effects on children’s cognitive processes and developmental skills. It can be both beneficial and harmful to a child’s development, depending on how the technology is utilized. The use of technology can greatly influence a child’s intellectual, physical, social, and psychological development. Excessive use can cause detrimental …show more content…
Excessive computer use has been shown to cause negative social effects including social isolation and impairment. Technology has created the ability for children to enter virtual worlds via video games and the internet. In these virtual, fantasy worlds, children can talk online to other users in the game. This allows for children to come into contact with predators, who pretend to be players in the game. In addition, much concern has been shown for children who create “electronic friends” over the internet. These children often spend more time on the computer, talking with their electronic friends in chatrooms, virtual games, and forums, rather than socializing with their family and peers. The decline in social involvement causes social impairment, loneliness and an increased risk of depression. “By the age of about seven years, a child's interactions with family, peers, school, community networks, and media all play an important role in the development of interpersonal skills and social competence” (Shields). Children learn social skills through the involvement of human interaction. Excessive computer use and “electronic” friends hinder the development of these interpersonal …show more content…
Video games often depict violent scenes and promote negative themes such as the killing of people and animals, the use of alcohol, guns, and drugs, sexual exploitation of women, and foul language and obscenities. Although each video game is rated and posted on the packaging to warn against this content, Shields explains, “the amount of aggression and violence has increased in each generation of computer games, and parents are often unaware of the extent of the violence” (Shields). Despite ratings, mature video games, labelled “for adults only,” are often marketed to children under the age of seventeen. Parents should select appropriate games for their children and ensure they are aware of all content and imagery present before allowing their child to
Staples’ Article “What Adolescents miss when we let them grow up in cyberspace” explains how children are constantly living their lives through cyberspace such as email, chatroom, and instant messages, causing them to “miss” essential real-life social development skills when they grow up in “cyberspace” that would be vital to them when they enter adulthood. There are many examples, however the three most significant examples that support this idea is: Research is supporting that continuous use of cyberspace is isolating young socially connected people;Staples uses Prof.Robert Kraut a researcher at Carnegie Mellon university idea that people let real-world relationship get replaced by the ones made in cyberspace; and Staples’
Most games today that children play depict some type of violence. However, parents neglect that the games have warnings for violence, language, and even nudity. In my own personal experience, kids will ask for the most trending games at the time and parents will buy the game to satisfy the needs and wants of the children.
The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.
A study done by Stanford said that when children spend more time with their technology instead of using that time for face-to-face communication, their social skills might decrease. A professor from Stanford University, Clifford Nas...
Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Various electronics are frequently used to go on pointless websites, such as Twitter and Facebook, which ruin society’s social abilities. More and more people use social media on the internet as a communication source. This does not apply merely to kids and teens, but adults as well. Using these sorts of websites as a way of communicating causes many individuals’ social skills to decrease. A plethora of children and teens would rather stay inside and interact with their friends through the internet than go hang out with them. Before technology people were not afraid to go up to a random person and talk to them. Now many friendships form through the internet and these friendships are not genuine. When these “friends” meet in person, they find nothing to talk about. For example, I remember after watching Perks of being a Wallflower, a movie taking place in the early nineties, my friends and I discussed how all the characters communicated in person and during hanging out they played games and talked. Now...
In today’s society, we are overwhelmed with technology. Technology is changing everyday, and will forever be a staple in our lives. The effect that technology has on our children has brought some concerns and some praise. Children these days have no choice but to somehow be influenced by the ever growing technology in our society. Our common concern has been that although digital technology has boosted children’s ability to multitask, their ability to process information deeply may be deteriorating (Carpenter, 2010).
The Internet is an exceptional place. Anyone can be a part of the wonders of the cyber world. By simply logging onto a network-connected computer, one can express his/her own cyber voice. From Facebook to memes to Hulu, the net has endless opportunities for entertainment, social interaction and information. But what effect does the Internet have on today’s children? A child growing up is a natural, beautiful part of life. Many aspects of the Internet can inhibit this subtle stage of life, such as social media or internet addiction. Although the Internet offers beneficial effects, the way in which today’s children use it has a negative impact on their physical and mental development.
...ttention and focus to reduce the negative impacts on development of children. Research suggests that technology use and especially computers enhances development of children when properly used. On the other hand, the uncontrolled use of technology in childhood education may produce negative effects and impair development in children. Uses of technology in childhood education range from enhancing social interactions, language development to initial computer use skills. It is important to note that, technology use in children education is a matter of how it can be harnessed for the purposes of learning in children. Research by health professionals argues that technology use in children education can produce detrimental health effects especially obesity. Thus, children exposure to technological gadgets like computers and tablets among others should be greatly checked.
Exposing the Negative Effects of Technology on Kids. Global Post. ND. Web. 19 February 2014. Martin, Alice.
There has been a long lasting debate in the resent years on whether or not technology has a positive or negative impact on today’s kids. As the years move on, the negative effects have begun to outnumber the positive. The generations previous spent their childhood making forts, fishing, and using their imaginations, contrary to today’s generations who spend their free time texting, playing video games, and watching videos. Damaging effects such as decreases in school performances, addiction to electronics, and lack of brain development have all been linked to the electronic media stimulation. In order to prevent the future generation from following in the current generations footsteps, one must full comprehend just how much technology impacts
To continue, everyone can agree that children need a healthy environment to develop cognitive, social, emotional, physical and linguistic development. How much technology can improve or distract from these essential skills varies with age. The impact and implications of technology tools on young children has been studied and researched through the Let’s Move Childcare initiative and results concluded that little to no “screen time” is preferred for children under the age of two. For children two years or older, the recommended “screen time” is limited to thirty minutes per week in the classroom setting. (White House, 2011.)
A young boy can easily become immersed into the virtual world of video games. The concepts illustrated in these video games, often containing violent themes and poor morals, can leave long lasting impressions on what this young boy views as acceptable. While the ideas portrayed in the video games may not intend to have a harmful impact on players, it does blur the lines of what society views as appropriate behaviors. Many parents, along with supported studies, agree that the effects of video games are far from commendable. Video games can leave players with the impression that these artificial storylines, which often containing considerable amounts of violence, display tolerable actions of everyday life; they can also affect players as they