The major problem with this is that the incidence of childhood obesity in the U.S. is three times higher than it was 40 years ago. Research shows that the increased use of technology by children during leisure time has transformed play from what used to be more physically active to sedentary. Children are often engaged in an environment that exposes them to food advertisement that encourages even more caloric consumption. Despite the linkage between technology and sedentary behavior, no consistent policy exists at the federal level that articulates government's role to address this issue (Campbell, Gilmore, McGinty, Pickering and Ramos, 2009).
A new study shows that every hour that a child plays video games or watches television may double their risk of obesity. This is not the first study to associate childhood obesity with time spent in front of the television or playing video games, but researchers say this study offers new insight into the extent of the problem. Researchers have found that each hour the children played video games or watched television doubled the likelihood that the child was obese (Warner, 2004).
According to new research on video games and children, another downside of playing video games is that kids are spending less time reading or doing homework. The data for this study came from diaries that were completed by nearly 1,500 U.S. kids and teens who were 10 to 19 years of age during the 2002-2003 school year. In the diaries, these people accounted for how they spent their time. They kept two sets of diaries, one on a randomly chosen weekday and one on a randomly chosen Saturday or Sunday. More than a third of the group or 36%, reported playing video games. It was reported that compared with non-gamers, adolescent gamers spent 30% less time reading and 34% less time doing homework (Video Games May Divert Kids From Homework, 2007).
The data surrounding children's video game habits are correlated with risk factors for health and with poorer academic performance. When video game play is looked at in regards to violent content, additional risk factors are observed for aggressive behavior and desensitization to violence. It is not a far stretch from this to think that they also affect young adults in the workplace as well. Young children are found to spend the majority of their free time playing video...
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