Post by jyalz on Apr 18, 2015 13:39:35 GMT 8
Among all the charges leveled against game consoles, the foremost is that they are addictive. So addictive that if denied children are known to have all the symptoms of withdrawal, including the shakes. Among other charges are compulsive behavior and loss of interest in other activities.
Research reports of a decade ago had shown video game junkies to be highly intelligent, motivated and achievement-oriented individuals. But the 21st century games are so engrossing that today's studies reveal the opposite tendencies. This is attributed to today's games being more psychologically rewarding, which leads to addiction.
Most of the video games in the market are meant for the 7 to 17 age group who play an average of eight hours a week. There is growing concern among parents, educators, child advocates, medical professionals, and policy makers about the subset of games that feature violence, gore, and antisocial behavior. It is believed that ultra violent games are inappropriate for all children and harmful to some.
Research had shown young people could generally game of war online hack "cartoon" violence from "real" violence, but the interactivity involved in today's games seemed to pose a much bigger risk than previous generations of young people had faced.
Concern about violent video and computer games is based on the scientific evidence providing a cause-effect relationship between television violence and aggression among the children and youth who watch it. This research became the basis of a hypothesis among many social scientists that video games could be expected to have an even greater impact for the following reasons.
Research reports of a decade ago had shown video game junkies to be highly intelligent, motivated and achievement-oriented individuals. But the 21st century games are so engrossing that today's studies reveal the opposite tendencies. This is attributed to today's games being more psychologically rewarding, which leads to addiction.
Most of the video games in the market are meant for the 7 to 17 age group who play an average of eight hours a week. There is growing concern among parents, educators, child advocates, medical professionals, and policy makers about the subset of games that feature violence, gore, and antisocial behavior. It is believed that ultra violent games are inappropriate for all children and harmful to some.
Research had shown young people could generally game of war online hack "cartoon" violence from "real" violence, but the interactivity involved in today's games seemed to pose a much bigger risk than previous generations of young people had faced.
Concern about violent video and computer games is based on the scientific evidence providing a cause-effect relationship between television violence and aggression among the children and youth who watch it. This research became the basis of a hypothesis among many social scientists that video games could be expected to have an even greater impact for the following reasons.