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 our definition on how pathological gambling is diagnosed in the DSM-IV. Almost one out of every ten youth gamers show enough symptoms of damage to their school, family, and psychological functioning to merit serious concern."
Dr. Suzanne Martin, youth and education researcher at Harris Interactive, says, "The prevalence of video gaming in youth culture in combination with this level of pathological video gaming is great cause for concern and highlights the need for further research in this arena." Gamers who were…...
mlaReferences
Hauge, M.R. And Gentile, D.A. (2003) Video Game Addiction Among Adolescents: Associations with Academic Performance and Aggression Presented at Society for Research in Child Development Conference, April 2003, Tampa, FL. 1 May 2007 http://www.psychology.iastate.edu/FACULTY/dgentile/SRCD%20Video%20Game%20Addiction.pdf
Information Week. (2007) Documents Video Game Addiction; a January survey of more than 1,100 youths from ages 8 to 18 found that addicted gamers receive lower grades in school than their peers, Harris Interactive says. pNA
Moore, S. (2005) Numbed by Nintendo. The American Enterprise 16(5)12
Science Teacher. (2007) Video Game Addiction. 74(2) 20-22.
This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived from the similarities to gambling addiction. For this report, this pattern of heavy video game playing is referred to as "video game overuse." (Khan, 2007) Kahn additionally relates that: "Symptoms of time usage and social dysfunction/disruption appear in patterns similar to that of other addictive disorders. It is not clear whether withdrawal symptoms are associated with video game overuse; some excessive users do not exhibit "cravings" for the games if they are unavailable, while other users insist they cannot reduce…...
mlaBibliography
Hauge, Marny R. And Gentile, Douglas a. (2003) Video game addiction among adolescents: associations with academic performance and aggression - Presented at Society for research in child development conference, April 2 -- 3 Tampa Florida.
Special Report: Video Game Addiction (2005) New Orleans WDSU.com. 24 Feb 2005. Online available at http://www.wdsu.com/news/4160216/detail.html .
Khan, Mohamed K. (2007) Emotional and Behavioral Effects, Including Addictive Potential, of Video Games. Report of the Council on Science and Public Health. CSAPH Report 12-a-07
Computer Games Addiction (2005) National Institute on Media and the Family. Online available at http://www.mediafamily.org/facts/facts_gameaddiction.shtml
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 sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).
Analysis
Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers and is…...
mlaBibliography
Franciss, M., & Subramanian, A. This Is Not Just a Game Anymore. Mumbai: Diligent Media Corporations Ltd. 2012.
Anderson, C.A., Gentile, D.A. & Katherine E. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press. 2007.
Associated Press. Monitoring video game violence - Expert's advice to. Ontario: The Guelph Mercury. 2006.
Billings Gazette, The (MT). Studies show children get hooked on addictive. The Billings Gazette 2011.
Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.
Chapter I - Introduction
Video games, at this point in history in…...
mlaReferences
Blizzard. "World of Warcraft." World of Warcraft. / (accessedhttp://us.battle.net/wow/en
May 29, 2014).
Bogost, Ian. Persuasive games: the expressive power of videogames. Cambridge, MA:
MIT Press, 2007.
Violence in Video Games
Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, ojas, 2008) (Hartmann, Vorderer, 2010). To argue that games are not as powerful of an influence on children is ridiculous, yet ironically the FCC regulates who can see a movie by its content alone and has refused to take action on games (Soh, Tan, 2008). In June, 2011 the Supreme Court struck down a California law that fined retailers $1,000 for each occurrence or infraction of selling or renting violent games to anyone under the age of 18 (Lemmens, Valkenburg, Peter, 2011). Games…...
mlaReferences
Josh Bernoff, Charlene Li. 2008. Harnessing the Power of the Oh-So-Social Web. MIT Sloan Management Review 49, no. 3 (April 1): 36-42.
Boyle, M., McLeod, D., & Rojas, H.. (2008). The Role of Ego Enhancement and Perceived Message Exposure in Third-Person Judgments Concerning Violent Video Games. The American Behavioral Scientist, 52(2), 165.
Beth Snyder Bulik (2008, May). Despite recession, video-game industry shows massive growth. Advertising Age, 79(20), 6.
Cliff Cheetham (2008, April). Marketing strategies in the gaming community.
First, a thorough secondary literature review and an assessment of available dissertations and theses on the subject, the goal will be to determine the cause-and-effect of prolonger video game use on the psychological stability of children. These are to be clear not children who play for a few hours each day, they are the ones who are playing for up to eight to ten hours a day. Second, the research from the dissertations, thesis and published journals discovered during the first step will be summarized into a table of results. The intent of this effort is to define the cause-and-effect factors that lead parents to allow their children to be some detached and consumed in these games. Third, an action plan will be defined for how to raise public awareness and assist parents in setting better constraints and parameters for the use of video games in the future.
Outline
I. Introduction
A.…...
Call of Duty and the Numbing of MindsZickgraf\\\'s views on Call of Duty and other violent video games are rooted in the criticism that these games desensitize people to the real-world effects of violence and war. This was not actually his original criticism, however. Initially, he was part of a group that criticized these games for their potential to incite real-world violence. He even expressed concerns about the direct marketing of guns and knives to gamers, citing his nephew\\\'s suspension from school for bringing a gun to school as an example. He questioned whether games like Call of Duty were a gateway to real-world violence (Jacobin, 2022). He looked at his nephew and believed they were.But since then, Zickgraf\\\'s views have changed. He now admits that there is not necessarily any really evident association between violent video games and real-world violence (Jacobin, 2022). He cites the fact that although first-person…...
mlaReferencesJacobin. (2022). The Problem With Call of Duty Isn’t That It Makes Us Violent — It’s That It Makes Us Numb. Retrieved from https://jacobin.com/2022/11/call-of-duty-video-games-isolation-alienation/
Computer Games esearch
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 about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent games does…...
mlaReferences Cited
Anderson, C.A., and K.E. Dill "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 2000, 78, 772-790.
Ask, A., Autoustinos, M., and A.H. Winefield, "To kill or not to kill: Competitive aggression in Australian adolescent males during videogame play." Children in the New Media Landscape. C. van Feilitzen and U. Carlsson (Eds.). Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen, 2000.
Bowman, R.P. And J.C. Rotter. "Computer games: Friend or foe?" Elementary School Guidance and Counselling, 1983, 18, 25 -- 34
Calvert, S.L., and S. Tan, (1994). "Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts." Journal of Applied Developmental Psychology, 1994, 15, 125-139.
Video Games and Their Effect on Children
Video Games were first introduced in the 1970s and rapidly caught on as a major leisure activity especially among children within a decade. Children these days spend more time watching TV or playing video games than any other activity save sleeping. Since video games are a relatively recent phenomenon research about its effects on children cannot be considered conclusive. However, most studies so far indicate that video games can have both positive and negative effects on children depending on the time spent in the activity and the type of video games played.
The Positive Effects
Most early researches in the effect of video games on children indicated that they had an overall positive effect on children.
Introduction to Computers
Video games were a friendly way to introduce children to the use of computers and improved their hand-eye co-ordination. Some older studies also indicated that children who played video…...
mlaReferences
Cesarone, Bernard. Video Games and Children. ERIC Digest. 1994-01-00. [Available Online] December 6, 2002 from http://www.ed.gov/databases/ERIC_Digests/ed365477.html
Clements, David. "Video violence too close to the real thing." Sterling News Service [Available Online] December 6, 2002 from http://www.media-awareness.ca/eng/med/home/artvidgm.htm
Mitchell, Edna. "Video Games Visit Harvard Yard." September 1983. Antic Vol. 2, # 6.
Available Online] December 6, 2002. http://www.atarimagazines.com/v2n6/videogames.html
while the parents were asked to complete the Conners' Parent Rating Scale (CPRS). This helped the researchers obtain information regarding the behavioral abnormalities, hyperactivity, inattention, ADHD, etc.
Statistical analysis of the gathered information clearly revealed an increase in inattentive behavior (p ? 0.001 for both Internet and console video games) and ADHD (p = 0.018 and 0.020 for console and Internet games, respectively). The researchers also concluded that students who engaged in video gaming for more than an hour showed significantly lower academic performance with (Grade point average (GPA), p = 0.019 and 0.009 for console and Internet games, respectively). The association between the time spent on playing video games and the YIAS (p < 0.001), was clearly evident indicating the development of video game addiction among the subjects who played for more than one hour daily [Philip and Terry, (2006)]. This study shows that children playing video games may…...
mlaBibliography
1) Online Education, 'Video game Statistics' Accessed Mar 26th 2010, available at, http://www.onlineeducation.net/videogame/
2) NIMF, 'Effects of Video game playing on Children', Accessed Mar 26th 2010, available at, http://www.mediafamily.org/facts/facts_effect.shtml
3) Jerald J. Block, M.D., 'Issues for DSM-V: Internet Addiction', Am J. Psychiatry
165:306-307, Mar 2008, Available online at, http://ajp.psychiatryonline.org/cgi/content/full/165/3/306
Description of Learning:
Educational institutions are teaching subjects for a digital future but it is from a superficial manner however students need a deeper knowledge of it as a curriculum. When teaching students about math, it should be integrated in all subjects they are learning by being motivated by educators (Singhal, 1997). As shown in the examined scenario planning with an elementary school, it is apparent things became better for the students as far as the educational resources, and environment, which ultimately affects the learning process. Educational institutions must engage partnerships with other schools around the world. By providing student exchanges they will produce world class students, the internet is facilitating the process of globalization and providing virtual interaction with others. As it is shown in schools, technology is the key to change the educational environment and resources. The internet is encouraging students to engage in meaningful cross cultural dialogue and…...
I do agree that there has been a perceived decline in academic competency for men, but this appears to be an American phenomenon, and the reality is that there has been tremendous academic decline in both genders over the last 20 to 30 years. To say that the problem is a male problem ignores the decline in women's performance over the last few decades. Moreover, I do believe that, as female achievement in academic settings has been emphasized, boys' emotional needs in education have been ignored. For examples, schools have dramatically reduced both physical education and recess time, but repeated studies have suggested that boys need physical activity breaks in their study time in order to excel in an academic environment. If this sets them up for failure at a young age, one would anticipate higher drop-out rates and higher overall rates of academic failure. Moreover, this academic failure could…...
mlaReferences
Zimbardo, P., & Duncan, N. (2012, May 24). 'The demise of guys': How video games and porn are ruining a generation. Retrieved November 16, 2012 from CNN.com website: q http://www.cnn.com/2012/05/23/health/living-well/demise-of-guys/index.html
Zimbardo, P. (2011, March). Philip Zimbardo: The demise of guys. Retrieved November 16,
2012 from Ted.com website: http://www.ted.com/talks/zimchallenge.html
Online Gaming
Although video games began to attract players around forty years ago, technological advances in the last ten years made gaming especially popular. The use of sophisticated auditory and visual characteristics, the ability to multi-play online, incorporation of color-rich graphics, and the increased speed have changed the gaming industry dramatically in the last decade (Sublette & Mullan, 2012). Online gaming has built its own virtual world where players possess virtual property, buy and sell, steal, fraud, and protect their intellectual property -- to name but a few of their regular activities besides gaming. These features raise a number of questions with regards to criminal justice system. How to regulate transactions in the virtual world is a nascent issue in the courts, sometimes lawyers being unable to draw clear lines because of the nature of online gaming.
Online gaming's unique feature is that it allows players from different corners of the world…...
mlaReferences:
Kane, S.F. (2009) Virtual judgment: legal implications of online gaming. IEEE Security & Privacy, 7(3): 23-28.
Sublette, V., & Mullan, B. (2012). Consequences of Play: A Systematic Review of the Effects of Online Gaming. International Journal Of Mental Health And Addiction, 10(1), 3-23.
Ying-Chieh, C., Chen, P.S., Jing-Jang, H., Korba, L., Song, R., & Yee, G. (2005). An analysis of online gaming crime characteristics. Internet Research, 15(3), 246-261. doi:10.1108/10662240510602672
According to research, "Each man deserves respect because only he has had those exact life experiences and understands his emotions, motivations, and body in such an intimate matter," (ainbow 2010). Thus, Broadway was respecting the individual decisions of its players to decide whether or not the game was ok to play.
However, this was only followed outside of the United States. The decision locally was much different. Because of the nature of the young audience, there was the moral dilemma for the insertion of such sexually explicit references. And so, Broadway was not acting ethically when they failed to uphold local ethics abroad. According to research, "A winking tolerance of other's unethical behavior is in itself unethical," (Jennings 2007:14). ather than acting out of ethical obligation to others as they did to their own, Broadway let it slide and moved sales elsewhere, where they knew they could get away with…...
mlaReferences
Alexander, Larry & Moore, Michael. (2007). Deontological ethics. Stanford Encyclopedia of Philosophy. Retrieved February 25, 2010 from http://plato.stanford.edu/entries/ethics-deontological/
Jennings, Marianne Moody. (2007). Business Ethics: Case Studies and Selected Readings. Cengage Learning Publishing.
Newton, Lisa H. (2008). Taking Sides: Clashing Views on Controversial Issues in Business Ethics and Society. 10th ed. McGraw Hill.
Rainbow, Catherine. (2010). Descriptions of ethical theories and principles. Davidson College. Retrieved February 25, 2010 from http://www.bio.davidson.edu/people/kabernd/indep/carainbow/Theories.htm
The most important technological tool that I missed the most during the aftermath of Gustav was my computer. It did not take long for me to miss. I was not able to go to the news right away and I could not communicate with anyone. Because of the circumstances, I wanted to know what was happening in the news and what my family and friends were going through. I was able to use my cell phone, which was good but service kept breaking up. People I tried to reach were unavailable and I could only assume they lost their service. I played a game for a little while but then turned the phone off to save the battery for a time. I was lost without my technological gadgets.
My life is better with technology. ithout a computer, cell phone usage, or electricity, I was extremely limited to what I could…...
mlaWorks Cited
Importance of Technology." National School Boards Association Online. Information Retrieved September 21, 2008. http://www.nsba.org/sbot/toolkit/iot.html
Pervasiveness of Technology." International Council of Academies of Engineering and Technological Sciences Online. Information Retrieved September 21, 2008. http://www.caets.org/nae/techlithome.nsf/weblinks/KGRG-55SPVK?OpenDocument
Video Games are Good for Kids (Seriously)." CNET Online. Information Retrieved September 21, 2008. http://news.cnet.com/8301-13846_3-10043945-62.html?tag=mncol
1. Education and awareness: Increase education and awareness about video game addiction, its signs and symptoms, and the negative impacts it can have on individuals and their families. This can help people recognize when they or someone they know may have a problem and seek help.
2. Limit screen time: Encourage individuals, especially children and adolescents, to have limits on their screen time and to participate in a variety of activities outside of playing video games.
3. Parental involvement: Parents should monitor their children's gaming habits and set limits on their gaming time. They should also be aware of the content of....
Addressing the Growing Concern of Video Game Addiction
Video game addiction has become a prevalent issue in modern society, raising concerns among healthcare professionals, educators, and parents. While video games can provide entertainment and potentially educational value, excessive use can lead to a range of negative consequences. To effectively address this concern, a multi-pronged approach is required.
1. Education and Awareness:
Raising awareness about the risks and symptoms of video game addiction is crucial. Parents, teachers, and healthcare providers should educate children and adolescents on the potential consequences of excessive screen time. Media campaigns and educational programs can help destigmatize the condition and....
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