(Intro Paragraph) Many people do not believe there are benefits to playing video games. The majority of them are parents of disgruntled teenagers. These kids meet a wall of parental resistance each time they make an effort to get the ban against video gaming lifted in their homes. They have used every typical persuasive technique available to them; including a promise to keep their room clean and free of clutter for the remainder of their life. Kids learn best in the company of trusted adults. That is adults as co-learners and partners not as police. Instead of implementing a total ban against videogames in their homes, a solution may be found if the parents and their children would join together in a fact finding mission as co-learners and partners to actively research the vast amount of data about the positive and negative impact of video gaming on the behavior of youths today. This is a great united learning and social opportunity for families in general. The children will help the parents to get over the hump of unfamiliarity about video gaming and not as police officers in their own homes. Most importantly, information empowers parents at a time when kids' tech interests have become a key part of parenting. The beginning step for parents in this search mission will be to examine the public's perception of video games and what the research actually shows. We cannot deny or ignore that what concern parents the most, is the large gap, which exists between the public's perception of video games and what the research actually shows. The beginning step for parents in this search mission will be to examine these misconceived perceptions. The leading authorities in examining the pros and cons of video gaming are attempting... ... middle of paper ... ...te Univ.: Research Violent Video Games and Aggression 2012 7. Good Therapy: Five Surprising Benefits of Video Games 2010 8. Centers for Disease Control and Prevention: A Growing Problem 2013 9. Dr. Pamela Rutledge - Media Psychology http://www.pamelarutledge.com/ 2013 10. Video games and your children: Pros and cons ,2013 http://voxxi.com/2013/02/05/video-games-and-children-pros-cons/ 11. In New Study, Video Games Not Tied to Violence in ... - Psych Central http://psychcentral.com/news/2013/08/27/ MSUToday | Michigan State ... 12. Isabella Granic, Adam Lobel, and Rutger: American Psychologist, November 2013, The Benefits of Playing Video Games, http://bit.ly/1bXjGNb 13. Parents Find Children With Autism Benefit From Video Games ... http://www.theledger.com/article/20120520/NEWS/120529985
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
Nauret, Rick. “In new study, video games not tied to violence in youth”. psychcentral.com. 15 Nov 2013.
In today’s society, video games have played a huge part in the children and teen demographic. Revolutionizing the future, popular titles have implemented realistic values and experiences to players all around the world. As the quality of graphics improve and the plot thickens, so does the violence, gore, and bloodshed. Individuals who devote countless hours staring at the television screen trying to triumph the top high score and levels do not realize the amount damage and violent acts they are causing whether it is secluded in a virtual world or to their brains. Simulating unarmed fist fights, gun shootings, and war could lead to aggression and actual real-life violent conduct. Violent actions and behaviors in these titles could also desensitize
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
While many different case studies have been done all over the world, scientists have yet to prove that there is a direct correlation between violent video games and child aggression. Since the start of this quarter, this has been an issue that I have been doing extensive research on. Despite looking into several scholarly sources, I was surprised to see that many of my findings were pretty consistent with one another. For the mort part, what I found through my research was a bunch of statistics from case studies and the interpretation of those statistics from renowned scientists. In many cases, statistics and studies showed slight indications that violent video games have an effect on c...
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
How often do we hear video games are bad for our kids? If you simply google “video games controversy” the results are absolutely polarized articles by major news sources. They are, according to many opponents, at fault for violence and the waning attention span and intelligence of our country 's children. However, there is no real scientific evidence of this. Actually the contrary is true according to Daphne Bavelier of the Bavelier lab of University of Geneva and a cognitive neuroscientist. Bavelier addresses this topic in a positive and scientific light. Her research is posed as how can video games benefit us; rather than how they hurt us. Bavelier uses a variety of methods to appeal to her audience in her engaging speech on video games
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
This report will analyze each individual information source and provide a review of the findings. The report will interpret both the good and bad effects of video games on children. Scope The purpose of this report is to know both the good and bad influences of video games on children’s behavior and mind. Parents aren’t aware of what video games may lead their children to, thus an informative report was required to give insights about this important topic.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
A video game is a specific type of software that runs on hardware, a computer or video game console, and today's video games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. Video games, especially those that contain violence, are becoming increasingly popular with college students. They are often considered a bellwether of Internet use, but the Internet is not the only technology they have incorporated into everyday life. They are also using other technologies like cell phones, mp3 players and other devices to entertain themselves wherever they may be but still, they are more interested on videogames that internet offers. With the increasing amount of time that students are spending on video games, one is left to wonder what effects video games have on the people who play them.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
In the 2013 editorial The Impact of Video Games Adrea Norcia exposes the negative effects of violent video games on adolescents. Norcia writes to an audience interested in the effects of violent video games, while including both sides of the argument. The argument contains sufficient pathos creating a stir of emotions.