Do video games really affect children’s behavior?
The introduction of video games is a direct result of the continued globalization brought about by technology. Most of the westernized countries have resulted to buying their children n video games as a form of entertainment. This periodic use of video games has effects on conduct of children. The relationship of the behavior of children and video games display a proportional outcome. Some of these effects pose as risks to the children and their neighboring environment. The discussion on the use of video games is thus ideal in that it seeks to determine the fate of video game users.
Introduction
Video games have been introduced to the world more than thirty years ago. This type of games consists of computer games that are programmed to entertain players with the aid of a remote control. Video games come in all shapes and sizes depending on the content of the games. The introduction of video games changed the dynamics of the society in terms of interaction and communication. Children are the principle consumers of video games. Over the years users of videogames have developed some characteristics that question their validity. It is thus up to the society to determine the dangers that come with the use of video games.
The focus of this paper is to provide an analysis of the effects of the use of video games in children. The paper offers an introduction in form of an abstract that provides a brief on the content of the paper. The paper further looks into the question on whether video games indeed affect the lifestyle of children.
Before the age of video games, children ion passed their time by playing outdoor games. These types of games are credited for their ability to improve social skills, critical thinking and cognitive abilities. The introduction of globalization has impacted significantly on the lifestyle of the present society. One of the factors that resulted from globalization is the innovation of all forms of technology. Technology is used by society to make their life easier. Most of the industries have as a result changed their approach on technology by embracing new innovations. This can be seen in sectors such as education, politics, healthcare and entertainment. Entertainment is essential as an aspect of social cultural activities. All communities ensure that they take time of their busy schedule to focus of leisure. Children however do not have as much responsibilities compared to their parents. This has made them the target for sale of movies, the internet and video games.
Video games often depict a certain character that children can identify with. Most of the stars are super heroes who feature in comic books or cartoons. This is essential in that it gives a childe a sense of belonging. Like any other game, video games have certain effect on the children who use them. These effects pose as advantages or disadvantages to the growth and development of a child. Various professionals have made a point by conducting research on the effect of video games on children. These results have made parents question the use of video games as a form of entertainment.
One of the claims linked to the use of video games is the adaptation of violent behavior. A high percentage of the games in the market are reflective of violent movies and comics. These games are themed on challenging members of opposing sides so as to determine the victorious party. Children are said to have challengers from different parts of the globe. One of the qualities that make the use of video games questionable is its addictive nature. Extreme cases of video game abuse have reported that children do not leave their chair from the time they start their day. These children obsess over the games to the point that they cannot take part in other activities. Involving oneself in one social situation is not ideal in that it denies a person the change to engage in other activities. This factor is worse when it comes to children due to the fact that their brains are still developing. Parents whose children have fallen prey to these circumstances blame the pivotal rate that marketers and producers for the flood of new games. These new and improved games give users more reason to choose video games as their number one source of entertainment.
As stated earlier, video games are violent in nature. Most of the children who play video games on a regular basis display psycho social defects amongst their peers. One of the effects is the lack of communication skills when placed in a social environment. Such children may become violent if provoked by their peers. This is credited to the lack of knowledge on how to handle stressful situations in a social environment. Research indicates that children who use these games on a regular basis pick up the violent habits and transfer them to other arenas. This is not ideal due to the risk it exposes other children.
One of the advantages that research has shown in relation to the use of videogames is the fast development of the brain. Children adopt a skill that allows them think reason and think faster than the average child. Video games also shape children to develop more creative ideas which can be use in the future.
A majority of children who bury themselves in the world of video games are known to have some similar characteristics. These children often complain of being left out by their peers in school and playgrounds. This factor more often than not initiates an attitude that secludes the child from the rest of the environments. Such children are said to be needs and geeks in that they do not cope well when socializing. They instead transfer their efforts to school work and the use of the computer during their free time.
The use of video games provides a different form of entertainment. This entertainment is addictive and as a result forces children to behave a certain way. Video games come with advantages and disadvantage in regard to the outcome of a child’s wellbeing. A close look at the argument s made on the effect of video games proves that the disadvantages outweigh the advantages. It is thus up to all members of the community to approach this matter more keenly. The paper does not seek to stop the use of video games as a pastime. Instead it encourages the observation of moderation so as to reduce on the disadvantages that come with the trade.
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