The articles considers both positive and negative effects associated with video games on adolescents; however, the study article also shows that many studies indicate video games particularly those with violence make teens aggressive. In presenting its argument, the article uses…
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The webpage where the article is found belongs to a well known multi-specialty health care provider that strives to offer health care, education and research (Norcia, 2013).
The article shows the development of the video game industry and even offers the average time middle-school children spend in a week in playing video games. The article in sufficiently covering the subject uses studies in pointing out the positive and negative issues associated with Video games in children. The article uses a neutral style in presenting its argument, this enable the readers to have confidence that the author is not overly biased. The neutral style in the article considers the subject from all angles prior to making conclusion on the issue regarding negative effects of video games on children. The author to show his authority in the issue uses research in the field and considers the various perspectives and addresses objections to negative effects of video games on children. The author of the article is a developmental psychologist and works as an assistant professor of psychology in Iowa University. Moreover, the author is a director within the National Institute on Media and Family that enable him to carryout research on children and adults (Gentile, n.d).
The article in dealing with the effects associated with Video game effects on children uses psychologist view regarding the way video games socialize children to imitate behaviors of the game characters. The study uses scientific perspective in offering the negative effects associated with Video games in children. For instance, the study shows that researches in the subject have begun clarifying what can and cannot be said regarding effects of violent gaming; however, it clearly points out youngsters with a gaming habit are prone to being slightly aggressive. The article uses objective writing
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Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
The author states that video games have been part of consumers for about 30 years. They are a preference to many parents due to the fact that children do not have to go outside the house to play. Apart from that, they are a unique source of entertainment since they encourage those who participate in it to be part of the game script.
65% of all US households play video games regularly with teenagers being the heaviest users. 40% are female players while 25% of all players are aged under 18. An average player clocks up to 18 hours per week. Estimates have ventured that this industry is going to be twice as bigger than the music industry this year.
Video games are a product of the present advancement in technology, and these are popular among children today. It is essential to research the negative effects, which are realized in children who play video games, and develops possible strategies, which might be used to address the negative effects.
In early years, children were most of the times engaged in physical games. Back then, children would gather to participate in physical games at designated places. This would be a more social way of playing as the children were social and engaged in lengthy talks about various issues that were affecting their lives.
The violence that is displayed in video games has proven to be harmful and influential to the children that are exposed to it, thus promoting violence to those who engage in the games. Video games do promote
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
Video game addiction refers to compulsive use of video games in a manner that end up interfering with an individual’s daily activities. Excessive use of computer games is a mental disorder that affects people of all age groups though it is evident among many pre-teen and teens.
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