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Effects of Video Games on Children’s Behavior

Effects of Video Games on Children’s Behavior PDF Author: Patrick Kimuyu
Publisher: GRIN Verlag
ISBN: 3668695628
Category : Medical
Languages : en
Pages : 9

Book Description
Project Report from the year 2018 in the subject Medicine - Neurology, Psychiatry, Addiction, grade: 1.2, Egerton University, language: English, abstract: In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age). The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country. Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

Effects of Video Games on Children’s Behavior

Effects of Video Games on Children’s Behavior PDF Author: Patrick Kimuyu
Publisher: GRIN Verlag
ISBN: 3668695628
Category : Medical
Languages : en
Pages : 9

Book Description
Project Report from the year 2018 in the subject Medicine - Neurology, Psychiatry, Addiction, grade: 1.2, Egerton University, language: English, abstract: In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age). The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country. Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186

Book Description
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents PDF Author: Craig A. Anderson
Publisher: Oxford University Press
ISBN: 0195345568
Category : Psychology
Languages : en
Pages : 200

Book Description
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF Author: Barrie Gunter
Publisher:
ISBN: 9781472596765
Category : Video games
Languages : en
Pages : 172

Book Description
"The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective."--Bloomsbury Publishing.

Video Games

Video Games PDF Author: Jeffrey Graham
Publisher: Nova Science Publishers
ISBN: 9781633210158
Category : Learning, Psychology of
Languages : en
Pages : 0

Book Description
Video games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyses video games by different genres. Furthermore, this book provides information on associations and gender differences in children's situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviours.

The Video Game Debate 2

The Video Game Debate 2 PDF Author: Rachel Kowert
Publisher: Routledge
ISBN: 1000224287
Category : Philosophy
Languages : en
Pages : 160

Book Description
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention PDF Author: Christopher J. Ferguson
Publisher: Springer
ISBN: 3319954954
Category : Psychology
Languages : en
Pages : 203

Book Description
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Playstation Nation

Playstation Nation PDF Author: Olivia and Kurt Bruner
Publisher: Center Street
ISBN: 1599952785
Category : Family & Relationships
Languages : en
Pages : 122

Book Description
When Olivia Bruner saw video games overtaking her young sons' lives, she decided to learn the facts behind addiction. What she found was shocking: that most games are designed to be highly addictive-triggering physiological reactions in the brain similar to those associated with substance abuse-and that one out of five kids becomes addicted to computer and video games. And while many parents screen the content of games to protect their children from violent and sexual themes, few understand the forces causing their children to become hooked on the "digital drug." This book arms parents with the facts they need and concrete steps to protect our children from this very real epidemic. A must-read for all parents.

Playful Trajectories and Experimentations

Playful Trajectories and Experimentations PDF Author: Judit Vari
Publisher: BRILL
ISBN: 9004468919
Category : Psychology
Languages : en
Pages : 108

Book Description
The principal aim of this book is to discuss the role of video games in socialization of children and young people. The development of video games is a sign of and a factor in the democratization of modern societies.

Mind and Media

Mind and Media PDF Author: Patricia M. Greenfield
Publisher: Psychology Press
ISBN: 1317564553
Category : Psychology
Languages : en
Pages : 170

Book Description
Patricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media landscape has changed her own research and thinking.