(2008) did a test concerning means changes in heart rate and respiration rate in the experimental conditions while playing high violence and low violence video games, and also the means of the average standardized electrodermal reaction into the two types of stimuli for the high- and low-violence groups. The results indicate that the higher level of violence players manifested greater aggression than the low level violence video game players.
On the other hand, video games have also been found to have positive effects. For example, the study of Reinecke (2009), it was indicated that video and computer games are engaging media and are capable of alleviating players’ stress. A model has been deduced from empirical data to support this assertion, depicting the associations among recovery experience, work-related fatigue, daily hassles, emotion-focused coping, problem-focused coping, and playing games for recovery from stress and strain, with social support acting as moderator.
Given these initial literature, the researcher was compelled to investigate what has thus far been found about the influence of video games on teenagers’ cognition, affect, and behaviours. The study shall be beneficial for a thorough understanding of both advantages and repercussions of playing video games, especially amongst teenagers.
Both objectives shall be achieved through a critical review of related literature and interviews with teenagers who avidly play video games. Thus, both primary and secondary data collection shall be undertaken for the purposes of this study.
The review of related literature has been conducted by gathering materials from online journals, newspapers, and websites. On the positive influences of video games, Reinecke (2009) pointed out that “Accordingly, as video and computer games are a very absorbing media environment, they are likely to foster feelings of relaxation and to support recovery from stress and strain.” Moreover, he had drafted out a model ...
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Importantly, these video games nowadays are used in many constructive and beneficial ways. There were constant criticisms leveled against these video games as they accused of promoting sedentary lifestyle as well as violent behaviors among the people, particularly children and young adults.
In addition, playing violent video games is possibly more harmful than watching violent television shows or movies because these games are particularly interactive, engrossing and require the player to relate in a more personal way with the violent characters of the game.
Many games also permit players to join up with others across the globe and take part in numerous game styles with violent subject matter. These range from lone, single person shooter adventures, to team based military campaigns, epic battles in a fantasy world, or high technology combat on futuristic planet and they can involve more or less realistic depiction of violent activities.
According to the paper digital media takes varied form including the Internet, magazines, television, mobile phones, radios, newspapers and social networking sites. All these are forms of social media that have contributed to varied changes on the way organizations and people communicate or exchange information. Digital media are effective because it makes communication easier and cheaper, but too much reliance on digital media has affected social issues.
It has become an inseparable part of people’s life. The advent of computers and television has changed the way people look at the world. However, with good things, media has also brought some concerns regarding its impact on human beings, and especially on children and teenagers.
An individual needs to take a balanced approach and put these utilities to advantage, by making use of them judiciously. Excess of everything is bad and so is the case with playing video games.
Most of the video games help to increase the power of concentration and
This work aims to identify whether it is possible to effectively utilize video games in developing morality instead of destroying the same. The main allegation against video games is that they make children lose empathy, trust and concern for others. This is so
cross various visual stimuli but they have to identify the important ones which is their enemy or the target in order to successfully kill the target. This characteristic of fast paced shooting video games help in enhancing their visual attention.
Video games even assist in
Video games are electronic games that entail human interaction with a user interface, which generates visual feedback on video devices; personal computers and video game consoles used to be the most common video game electronic