Since crime rates are dropping and video games’ sells are rising, people cannot say that children are becoming more violent due to playing too many games. Not all video games are violent. Most of the time anyone who blames today’s problems on the games tend to expect that those games are all violent. Only 16 percent of video games that were sold in 2008 were rated M for mature; 45 percent were rated E for everyone. Also in 2008, only 10.9 percent of those games sold were actually shooters (22 Charts & Graphs on Video Games & Youth Violence).
Did you know that video games can badly effect your life? Video games have been around since November 29, 1972 (Jeff Tyson 2000). Video games are fun and entertaining, but they could also badly effect people’s lives. The least of importance are the studies from Hope M. Cummings from the University of Michigan, and Elizabeth A. Vandewater from the University of Texas, that show video games can make people spend less time doing homework (2007). During the school year 2002-2003 they collected a survey from nearly 1,500 U.S. kids and teens from ages 10 to 19 (Cummings & Vandewater 2007).
A study conducted in 2013 concluded that people who play video games age thirteen and older spend up to six hours per week on some gaming device (Snider). Although this equates to roughly only an hour each day of gaming, overtime this adds up to thousands of hours of valuable time lost. A common argument would be that some people get a feeling of accomplishment from video games and feel no remorse wasting time on them. However, many people who enjoy gaming often become attached and are unable to see the single realistic result of the game- nothing (SC#8). The result of eliminating video games from my life has allowed me to redirect my spare time towards realistic
In this paper, I will not only discuss these questions, but I also will talk about how important the face-to-face communications are in our lives. Some important numbers that need to be recalled are that 68% of the US households play video games and the average age of a gamer is 34 years old. This statistical data shows that contrary to the common believe that video games are for kids and young adults the gamers are mostly adults, therefore, the problems discussed here are relevant for the entire society. According to a study made at Brigham Young University by Laura Walker, faculty member, and Alex Jensen, undergraduate student, video games are highly related to poor human relationships. Their study consisted of collecting information of 813 college students from all over the country regarding the time spent playing video games and the quality of their relationships with friends and family.
In recent years, most teenagers and young adults spend time on video games every week. Video game playing became as popular as television watching as an entertaining media and leisure time (Burgess, Stermer, and Burgess, 2012). Eighty-one percent of American youth report playing video games at least once per week (Burgess, Stermer, and Burgess, 2012). However, this number may be different in other places. In a continent like South Africa, which is somewhere that contains poorer countries within it, this number may be significantly lower since youth in those places might not even be able to afford a television nor any form of video game.
Instead of using social media as a mere tool to help us communicate with others, some of us have made this the only way we socialize. A recent study done on users from ages 18 to 34 found that “nearly half check Facebook minutes after waking up” (Marche 9). Stephen Marche only mentions the usage of social media early in the day, leaving out the percentage of users that are connected the entire day, even while sleeping. Our obsessive use of social media has placed us in a dangerous psychological state; we have become lonely because we interact with machines instead of real people. Although technology’s purpose is to make our lives better, it instead prevents us from interacting with the real world.
The research also found out that 72% of houses in america play video games, that means if you go into one hundred peoples houses in America you will find at least seventy of them that have a video gaming device. Out of the 3034 children and teenagers interviewed, about 273 (9%) of them showed some symptoms of game addiction. Having a game addiction will lead to mood changes as frequently feeling unhappy and moody when not playing video games. Addicted gamers may isolate themselves from their families which can cause serious changes in family relationship such as failing to communicate with each other. Violence in video games lead to many parents being concerned about their children's behaviou... ... middle of paper ... ...games as it is proven to slow down the brain ageing process and improve short and long term memory.
Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Dr. David Walsh, a majority of teens admitted that their parents do not impose a time limit on the number of hours they are allowed to play video games. The study also showed that most parents are unaware of the content or the Entertainment Software Rating Board (ESRB) rating of the video games their children play. Many scientists have found that video games affect people both positively and negatively. The interactive quality of video games differs from passively viewing television or movies because it allows players to become active participants in the game's script.
“It is reported that 28 percent of Americans interviewed last year said they have been spending less time with members of their households. That's nearly triple the 11 percent who said that in 2006” (Jones). Spending less time with family because of online activities is more common today because of how accessible it is. Brad Blanton writes in his book Radical Parenting, “This is a direct result of what is called ‘hybrid life.’ For previous generations of teens, there was technology time and there was offline time. Now, there’s no separation.” The internet has the power to connect family and friends, but real authentic offline experiences with loved ones should not be sacrificed for the online world.
Without at least a small challenge, gamers wouldn’t really find an interest in the games and get bored easily. However, its because of these challenges gamers have shown an increased ability to think outside of the proverbial box and have acquired better problem solving skills. Last year, a study at the Max Planck Institute for Human Development led by Simon Kuhn showed that kids who played the platforming game Super Mario 64 for 30 minutes a day had a significant increase in grey matter around the brain compared to kids who did not play t... ... middle of paper ... ...as adults.” Penelope Trunk. Home Schooling, 11 April, 2013. Web.