Negative And Negative Effects Of Video Games

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Allow them to play or not to play? That is a question parents of children and adolescents should be considering when their child wants to participate in online or off-line electronic games that are readily available in the marketplace today. Research suggests that excessive on-line gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction (Kuss and Griffiths xx). The electronic gaming industry has a large marketing influence in the American culture that can distort children’s perception of reality that leads many into gambling addiction, aggression and violent behaviors, and …show more content…

Whether time spent on electronic devices affects young people 's social development and behavior has been the target of much speculation and research. Some studies have linked excessive game playing to academic problems and aggressive, antisocial behavior, while others have found the experience beneficial to relationship-building, critical thinking and academic success. Common sense parenting and paying attention to kids gaming activities while limiting the time the child spends playing will help with proper child development and maturity. Decide what is acceptable, check the ratings, and pick games that require the player to come up with strategies. According to Los Angeles-based psychotherapist Robert Butterworth, Ph.D., you should “evaluate the shows and games not just in terms of violence or obscenity, but in the terms of the mental engagement that they require. Boys need to slay dragons and play games with action figures of cowboys and Indians”, he says. “They need to be in a fantasy where they are conquering heroes; suppressing this may have long-term effects that may not be good ("Positive and Negative Effects of Video Games").” Video game effects are complex and would be better understood as multiple dimensions rather than a simplistic “good-bad” dichotomy (Prot, McDonald, Anderson, and Gentile

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