p.). In addition, as the evolution of the high-tech devices continues, the involvement of the children in playing video games gives them the high opportunity and assistance necessary in releasing their frustrations and stress in a safer manner and in a controlled environment hence a chance to manage any hostile characters rather than encouraging them. For instance, a child who do not play video games frequently, can significantly benefit from releasing stress by spending approximately 15 to 20 minutes in playing video games (Marino n.p.). Moreover, the change in technology by it self is a good thing for the children generally as there is a continual development of video games that bring new challenging tasks/characters that enhance more thinking and creativity (Robers, "positive effects of video games on children"). Children who engage in playing video games have been known to improve their confidence, in that their participation enhances attention, good opinion of oneself, and limits of children when they gain the gaming experience. Despite there being cases where children become addicted on games to a point of having poor academic performances and isolations, it is established that children who view themselves as non-performers are able to have a sense of belonging when the child has the opportunity to participate in playing video games and in the process, they become entertained within the ordinary life conditions (Vorderer, and Bryant 335). In this regard, video gaming has been brought onboard as a therapy for the children with poor attention and lack of self-esteem (Marino n.p.). For example, children with psychological characters can benefit a lot from computer games as they are efficient, reducing any feelings of worry or concern. On the other hand, considering that there are times when a child cannot find an appropriate company. In this case, video games can create a worthy company to such children such that from the occupation, he/she cannot find time to engage with groups/companies that might otherwise prove bad in influencing bad characters. In addition, video gaming helps to disconnect one from the hustles and bustles of reality and for sometime, cruise...
This does not only affect the children but also grown up individuals hence bringing a nice feeling that is cool when practiced one a while.The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
Video Games on Children Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way
Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent
However, boys played almost two times the amount of hours as girls. Gentile stated, "It is important that people realize that playing a lot is not the same thing as pathological play. For something to be an addiction, it has to mean more than you do it a lot. It has to mean that you do it in such a way that it damages your life. This is why we-based
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