All the above causes have been substantively evaluated and proven to have a direct impact on obesity; however, debates have recently ensued, concerning the relationship between video games and obesity. According to a study by WHO, video games are the leading cause of obesity in young children and teenagers; the research further shows that a third of children in different parts of the world are overweight (Ingham). Video games make children fat, given that screen time takes away time for healthy lifestyle habits such as dieting and vigorous games. This paper will examine the premise that video games make children fat, by highlighting a number of facts in the relationship between obesity and video games. One way in which video games cause obesity in children is that video games replace active play and exercise, thus making the children physically unfit. It is advertent knowledge that obesity is high in those people who do not exercise regularly to flush out excess calories in their bodies (“Obesity’). This is so because vigorous physical exercises require a lot of energy; the body can only get by burning the excess fats stored in the body as an alternative source of energy. Physical activity also tends to reduce the levels of hunger in obese individuals, besides enhancing their bodies’ ability to metabolize fats. ...
Many studies have recently shown that, on average, children absorb up to 163 more calories when playing video games than they would when not playing (“Video games make kids fat – study”). This trend has been linked to the emotional stress that video games have on children, creating the need for a reward; unfortunately, children tend to eat mainly sweet and fatty foods thus further aggravating the risk for obesity. Dietary strategies are not an option for children who are involved in video games because, being highly addictive, the video games make children insensitive to nutrition. The glee of fatty, sugary foods is every child’s ultimate reward for the extreme mental and emotional stress that accompanies playing video games. Coupled with a lack of vigorous physical exercise, excess calories in children are a complete recipe for obesity. Obesity also results from psychological factors such as negative emotions of boredom, anger or sadness (“Obesity”); all these emotions are common in children during video games. Studies have shown that many overweight people usually have emotional or psychological problems, which affect their eating habits accordingly. When playing video games, children are prone to extreme emotional stress or psychological problems, which emanate from their high involvement in the video games. For instance, a simple act of losing a fight in a video game may provoke feelings of anger or sadness in children, thus causing emotional instability. In the event of such emotional or psychological instability, children often tend to act out in defiance response to the feelings of loss, anger or sadness. In most cases, children will respond to negative feelings of anger and frustration by eating more ...
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SUPPORTING POINTS Negative impact of video games implies violent content they have. Children playing violent video games are said to be more aggressive in their behavior, which is worsened by the games’ interactive nature. The child normally controls a violent game making the violence act repetitively.
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.
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.
On average children spend about 40 hours each week playing video games (Whitaker, 2009). Studies have shown that scenes of aggression in video games exceed those shown on television (Whitaker, 2009). Children cannot go for long without feeling bored. Therefore, when have nothing else to do they would rather play video games.
Whether it is the television, video games, radio or marketing efforts made by companies, children usually do become the recipients, whether it is intentional or unintentional. The thesis statement here is to research on social and ethical implications of children and teens playing violent video games.
The author provides a clearer grasp of the causes of obesity and the extent to which the problem has degenerated to guide future activities designed to mitigate the prevalence of obesity. The UK was made the focus of the study because of increasing concern that obesity has reached unwieldy proportions in this country, especially among children.
Obesity has been linked to various causes such as genetics, age, gender, environmental factors, physical activity, psychological factors, illness and medication (“Obesity”). All the above causes have been
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.
Video game enhances the creativity of the children, as well as, increasing their literacy levels. Research reveals that the literacy level of those children who used to play video games was higher than those who did not. Today, the same