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Violent video games impact on children
Violent video games impact on children
Violent video games impact on children
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Introduction A video game is an electronic game that uses additional means to generate a feedback from the player. Video games have become an essential means of entertainment. Today's games are becoming more realistic and technologically advanced. Moreover, social networking has made its way into the video game industry with online gaming. Most parents get rid of the burden of organizing their children’s leisure time by giving them a playstation or a computer to play with. This is mostly due to the hot weather in Qatar, so they can't send their children to play outside in the yard because the strong sun rays may damage their eyes and sometimes it may lead to cancer diseases. As a result, they provide their children with games inside the house and video games are one of these games. The purpose of this report is to know the negative impacts of video games on players and how does it change their social life. Survey Findings I stopped accepting responses on 20th of October. A total of 33 respondents have done the survey. Most of them were students at Qatar University. I faced problems with the summery of the survey, so it was a little hard to extract answers and percentages from the excel sheet. 48 percent of those surveyed were from Qatar, and 39% were from other Arab countries. A large number of respondents were female, and this is not what I wanted. I wanted more males to do the survey, because I think that they know more about this topic. 23 people were between 17-18 years old, only one person was above 25 years old. The minority of respondents play video games. That's typically because girls were more than boys in the survey, and most girls are not interested in video games (http://www.education.com/facts/quickfacts-video-ga... ... middle of paper ... ...America, they found that the average age of video game player is 37. Recently, on 2013 they did the same research and the average of game player is 30 years old. That shows that the age of the players are decreasing with the passage of time. Conclusion From my survey results, it is clear that players are wasting time and money more than enough on video games, and after playing for a long time they find themselves can not afford to pass a day without playing. As I watch my brother ( an addicted player) plays video games more than 7 hours a day without going out with friends or doing any of his hobbies, I expect that this problem is getting worse with newer generation. If I have the opportunity to do a research in the future I would like to search about the benefits of playing video games. Although they are few and rare, I believe that they are precious benefits.
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
The technology in the 1920’s was the start of everything we have now. Many things were being made like helicopters, penicillin, radios, and refrigerators. This made people feel innovative and relaxed because they were letting robots/machines do their jobs for them making life easier.
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.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
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...
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.
Surveys are an effective and popular method for research because of the efficiency, versatility and generalizability. Generalizability is the ability to sample and draw research conclusions for large populations (Bachman & Schutt, 2012). In order to effectively maximize outcomes in survey research, surveys must be structured to avoid unclear or confusing questions. Demographic related questions should be avoided if not pertinent to the research study (Bachman & Schutt, 2012). Generally, the motivation of the researcher is clearly identified in a survey, and the respondent has the option of declining involvement in the survey. There are fewer ethical dilemmas with survey research than other types of research methods.
Most people think that video games are harmful and waste of time. As a result, the main question of the research is how video games can influence on children and many minor questions come to mind about video games: Do video games influence a child’s psychological development and make them more aggressive and violent? Do video games affect a child’s grades? What are the influences of video games on children? Many people don’t have much information about video games and how video games may effect on people’s behavior, health and mind.
...sis, which could make all results invalid. With any research projects, limitations will be present. It is important to attempt to eliminate some of these causes in order to complete a thorough, accurate study. In future projects, this study could go about researching the issue in different ways. Perhaps using a larger sample size would be conducive for accurate results. A larger sample size helps reduce and even out any possible errors caused by those who do not answer truthfully. Also, keeping the surveys mainly anonymous would help to receive more truthful and accurate responses from participants. Participants may be fearful of judgments on open interviews or phone interviews, which could affect responses. In order to obtain as accurate results as possible, a future study would need to find ways to survey participants in a confidential way that feels comfortable.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Many people believe that video games change people and mislead them to do bad things, such as drugs and alcohol, but it is the opposite. Gaming prevents people from such acts and actually helps to keep them away from the substances. Lots of people, mainly parents, believe that video games harm people so they try to keep their children away from them. In reality, video games make your life better. Video games can provide many benefits to your lifestyle as “numerous academic studies indicate that playing video games has many psychological and even physical benefits” (Guarini). Gaming helps stimulate the brain and advances your problem solving abilities. There are disadvantages to gaming, which is true, but the amount of benefits outweigh them by far.
Video game have been claimed as addictive, a waste of time, and a distraction. While this does apply to some people, others have found the benefits to playing video games. These benefits include simulating working environments, helping people escape working environments, and giving great experiences. Although these benefits seems to be beneficial, it still stands that video games are a waste of time in which other things can be more productive.
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.
The focus of this debate is whether gaming on hand held devices are beneficial to young children. Watching TV and playing games on a computer or hand-held devices comes under the category of technology and digital media. In the twenty-first century technology has interwoven itself into the structure of developed societies and are now seen as a basic necessity in the negotiating life. According to Gunter and McAleer (1997) technology such as television has integrated itself on to the domestic scenes and is now seen as a piece of furniture practically every house hold owns one. It today’s society It is common place for various forms of technology to be used in daily life even by children.
This is because the average age of WoW gamers is 28 which suggests that most of them are adults and they prefer to play the game in the night because they work during the day or because their job ends late. Therefore, applying this system will lead to reduction in players which will result in game company’s profit. Far from turning teenagers into anti-social loners, video games help them engage with friends and community, says a report. The Pew Internet study of US teenagers found that few play alone and most join up with friends when gaming. It found that many used educational games to learn about world issues and to begin to engage with politics.