Verified Document

Recreation Pros And Cons Of Research Paper

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...

And young adults have been known to either not be motivated enough to look for a job or not willing to stop playing video games long enough to go to work and be productive.
A pattern can be seen going from the children to the young adults. Letting children spend all of their free time playing video games is not a good thing. Not only are the levels of childhood obesity growing because the children are not getting enough physical activity in their lives they are not putting any effort into their homework. This is developing a generation of young adults who have this same behavior pattern when it comes to going to work. They don't seem to have the time for or interest in going to work. And once there they don't have the inclination to do a good job. These people are often poor performers. This phenomenon can be attributed to the fact that with most video games the players often have multiple lives or chances in which to succeed. Because of this young people often feel that like in the video game that they will be given multiple chances in the work place in order to be successful.

References

Campbell, Casie, Gilmore, William, McGinty, James, Pickering, Jennifer and Ramos, Joseph.

(2009). Minimizing Technologies' Contribution to Childhood Obesity. Retrieved March 2,

2010, from Web site: http://wmgilmore.iweb.bsu.edu/technology_assessment.html

Do violent video games contribute to youth violence? (2010). Retrieved March 2, 2010, from Pro

Con Web site: http://videogames.procon.org/

LaRue Huget, Jennifer. (2010). Study links violent video games to violent thought, action.

Retrieved March 2, 2010, from the Washington Post Web site:

http://voices.washingtonpost.com/checkup/2010/03/study_shows_violent_video_game.html

Video Games May Divert Kids From Homework. (2007). Retrieved March 2, 2010, from CBS

News Web site:

http://www.cbsnews.com/stories/2007/07/02/health/webmd/main3009349.shtml

Warner, Jennifer. (2004). Video Games, TV Double Childhood Obesity Risk. Retrieved March 2,

2010 from Web MD Web site: http://children.webmd.com/news/20040702/video-games-

tv-double-childhood-obesity-risk

Sources used in this document:
References

Campbell, Casie, Gilmore, William, McGinty, James, Pickering, Jennifer and Ramos, Joseph.

(2009). Minimizing Technologies' Contribution to Childhood Obesity. Retrieved March 2,

2010, from Web site: http://wmgilmore.iweb.bsu.edu/technology_assessment.html

Do violent video games contribute to youth violence? (2010). Retrieved March 2, 2010, from Pro
Con Web site: http://videogames.procon.org/
http://voices.washingtonpost.com/checkup/2010/03/study_shows_violent_video_game.html
http://www.cbsnews.com/stories/2007/07/02/health/webmd/main3009349.shtml
2010 from Web MD Web site: http://children.webmd.com/news/20040702/video-games-
Cite this Document:
Copy Bibliography Citation

Related Documents

Pro or Con Marijuana Legalization
Words: 1315 Length: 4 Document Type: Essay

Marijuana Legalization: Pro or Con? Support for marijuana legalization has increased in recent years, particularly since a number of states have legalized the drug, even though the substance is officially prohibited on the national level. The War on Drugs has had a disproportionate effect upon many communities, and there is strong support for decriminalization at minimum, given the argument that enforcement has disproportionately impacted historically discriminated-against communities in a negative fashion.

Legalizing Activities Such As Recreational Drug Use
Words: 592 Length: 2 Document Type: Term Paper

legalizing activities such as recreational drug use that do not affect anyone other than the person who chooses to engage in the activity. In the sense that one's actions and choices always affect one's family and loved ones, the decision to take drugs impacts on their lives, but that is outside the realm of government legislation. The decision to smoke cigarettes or to skydive can also be said to

The Pros and Cons of Marijuana Use in the Brain
Words: 4914 Length: 16 Document Type: Research Paper

Marijuana is one of the most discussed drugs in the world because of arguments based on its benefits and perceived detrimental effects. Part of the reason for the arguments is that marijuana is still classified federally as a Schedule 1 narcotic, meaning it falls under the class of hard drugs—such as heroin, LSD and cocaine (DEA, 2018). Thus, many countries limit its use and sale. However, many people actually see

The Pros and Cons of Legalizing Marijuana
Words: 922 Length: 2 Document Type: Research Paper

Marijuana From the Psychosocial Perspective Perceived Risk We know that the concept of perceived risk is demonstrated most clearly by use trends related to marijuana use by adolescents. Use has fallen and risen over the course of modern history based on how dangerous the drug is perceived to be. What impact will the current attitude of accepting medical and recreational marijuana have on your generation - today's youth and tomorrow's parents, leaders,

Timesharing in Resorts Holiday and
Words: 9737 Length: 35 Document Type: Term Paper

National corporations own many chains, even though several others are independently owned but affiliated with a chain through a franchise agreement. Types of Hotels The U.S. Department of Labour (2004) denotes five basic types of hotels: Commercial - These hotels operate year round and are primarily located in cities or suburban places. The larger properties offer an assortment of services for their guests, such as coffee shops, restaurants, cocktail lounges, gift shops,

Legalization of Marijuana: History and
Words: 351 Length: 1 Document Type: Essay

Others believe that it is no better than other drugs and can even be more dangerous when used for long periods of time ("Medical Marijuana," 2008). After centuries of use, it seems ridiculous that the government would get up in arms about marijuana proliferation for personal or medical use in the United States. If marijuana can relieve the symptoms of deadly diseases, allowing those suffering from them to be more

Sign Up for Unlimited Study Help

Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.

Get Started Now