In Stern and Kazaks 97). Lack of physical exercises has been identified as one of the contributing factors to obesity. It therefore follows that sedentary video game activities effectively increase a child's chances of being obese.
Dissenting Views
In seeking to offer a balanced view of the issue at hand, it would be prudent for me to take into consideration the other side of the debate. To begin with, one of the arguments that has been fronted in an attempt to deny any link between crime and violent video games claims that studies seeking to prove the said link are out to use video games as a scapegoat (Gaines and Miller 60). In the opinion of the authors, this argument or school of thought further points out that such studies fail to account for the various other issues or factors often associated with criminal behavior (Gaines and Miller 60). It is however important to note that while other factors may as well be responsible for criminal behavior, studies in the past have clearly shown that a strong link does indeed exist between crime and violent video games.
There have also been claims that video games do have a number of positive effects on children. These positive effects according to Greenfield,...
Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique ability to engage children and teenagers. This means that they can be used to improve education, and there are a number of ways in which this can be done. Video games have merit as educational tools. They are interactive, which engages young
Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing. The effect of violence in video games There is presently much controversy regarding video games and the effect that they have on people, given
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
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
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
It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004). In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled
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