e in children and teenagers due to the fact that the children and teenagers are impressionable, are being subjected to negative images and concepts while playing these games, and the games condone the type of behavior and actions to the children who are viewing these concepts almost firsthand. “The greatest consequence of the effects of video games on children is that there has been a noticeable rise in violence committed by children and teenagers that play violent video games (Freedman, 2002, p. 27)”.
It has long since been proven that children are very impressionable; the younger that they are, the more knowledge they absorb from the behaviors, actions, and attitudes of others, whether or not these people are real or are seen in movies, books, or video games. The actions and behaviors that children see are often be repeated by the children themselves; for example, children often learn words or phrases from hearing them from their parents so often. The more that the hear it, the more likely they are to mimic it. The concept of impressionability is quite similar to any classroom teaching method in the sense that the teacher displays something that the children repeat until they learn it entirely for themselves to achieve on their own in future practices. Unlike classroom learning, however, impressionability involves the children adapting the behavior or action of their own accord without needing prompting from someone else. They simply see someone else constantly doing a specific action or behaving in a certain way and then repeat the action.
In regard to impressionability, it takes time for the action or behavior to be fully adapted by the child. The more that they see these actions taking place, the better they are able to imitate them. Furthermore, they have to constantly repeat these actions on their own to for them to feel fully satisfied in achieving them. While children may not immediately resort to murder or violence, they often imitate these crimes
It is assumed that since people have been found to be influenced by other forms of media, such as television, movies and music (Potter, 1999, p. 12), then the same concept…
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
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.
When computer introduced in the world, nobody ever thought that it may affect human life as it does now. The entry of computers and internet revolutionized the human life in many ways, both positively and negatively. The life styles of all the people, especially that of the children and youths changed a lot over the last few decades because of the evolution of new methods of enjoyment like internet surfing and video gaming.
According to the paper today, computer and video gaming is a founded method of entertainment for both the young and the old. Most families in America have some kind of video equipment or a personal computer. The Video game industry in America continues to thrive and just like any other big business every worker and investor anticipates its future growth.
According to the paper children or young adults tend to imitate what they have observed or watched from internet, television programs, or even video games. Research findings show that children playing violent video games become very aggressive towards others. Video games are very common with the children and the young adults and much attention has been given about violent video games to be the force behind school shooting by boys particularly with the history of engaging in violent video games
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.
The researcher of this essay analyzes the life styles of the teenagers and children, and states that it changed a lot over the last few decades because of the evolution of new methods of enjoyment like internet surfing and video gaming. Many of the physical activities or hobbies like sports forced to give way for video games or other technologies.
The debate on whether or not violent video games makes children violent is not new, and because of the recently-finished elections, it became a hot topic once more. Studies are divided on if and how much playing violent video games influence children’s violent
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 pages (2000 words)Research Paper
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