Video Games are major distractions to students. Gamers spend an unnecessary and pointless amount of time playing video games. Distractions may not sound like a big deal, but a world without distractions would be an improved one by far. A common example of negative impacts on distraction would be video games distracting students from school. It is so dangerous because of it’s versatility of what video games can be played on. Cell phones, gamboys, PSPs, Xbox, Wii, laptops, Tablets, the list can go on and on. These gaming systems allow the versatility to be distracting from either inside the classroom on a phone playing angry birds when the student should be listening to a professor’s lecture or outside the classroom at playing on a Playstation 4 when the student should be studying. Education is a necessity to live an ideal life, with the world getting more and more competitive, there is no time to be distracted to do the best one in his/her education. When one looks how the United States of America’s levels in the mathematics and science subject are heavily lacking compared to other countries, it draws question if other countries education systems are advancing immensely, or is it our nation failing on keeping student’s focus education enough to stay competitive. Jongho Shin, Hyunjoo Lee, and Yongnam Kim had a study on school-level factors affecting mathematics of Korean, Japanese and American students or mathematical competition. The Koreans and Japanese demonstrated high performance on the international mathematics while the Americans did poorly on in the same test. The research conducted by Jongho, Hyunjoo, and Yongnam shows that America is slipping behind and need to stay focused on our education to stay competitive with othe... ... middle of paper ... ...n with Violent Video Games." Fox News. FOX News Network, 12 Sept. 2013. Web. 24 Mar. 2014. Russell A. Sabella. "Negative Potential of Video Games." Education.com. GuardingKids.com, 29 Apr. 2010. Web. 26 Mar. 2014. Jongho Shin, Hyunjoo Lee, and Yongnam Kim. "Student and School Factors Affecting Mathematics Achievement International Comparisons Between Korea, Japan and the USA." Student and School Factors Affecting Mathematics Achievement International Comparisons Between Korea, Japan and the USA (2009): 1-19. Http://www.sagepublications.com, 13 Oct. 2009. Web. 26 Mar. 2014. Krashen, Stephen D. The power of reading: Insights from the research. Englewood, CO: Libraries Unlimited, 1993. Funk, Jeanne B. "Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents." Pros and Cons of Controversial Issues. Procon.org, n.d. Web. 27 Mar. 2014.
Today’s youth is heavily influenced by the media. Video games, television, and movies make up a large part of the lives of children in America. These easily accessible forms of entertainment are lightly regulated by parents and the government; children and adolescents are exposed to extremely violent media everyday. “By the time the average American child reaches seventh grade, he or she will have witnessed 8,000 murders and 100,000 acts of violence on television. Some people say so much violence on television makes American society- including its children- more violent” (“Causes of School Violence” 1). Among the violent media, video games are the current trend. Although video games are rated by ESRB (the entertainment sof...
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
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One such critical view on video games is that it has caused an increase of violence and a desensitization of said violence in children. According to Nauert (2006) researchers at Iowa State University have performed studies on this in 2006 and concluded that compared
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It's a surprising fact that 90 percent of young boys and 40 percent of young girls play video games on a regular basis. The real question is how many of those young people play violent video games, and of those, how many have become more violent as a result? Although some people don't believe that violent video games are harmful to young boys and girls, they are harmful because they cause more aggressive behavior and they desensitize.
The attention that has been drawn to violent video games and the discussions on whether they should still be released or not has been the only positive outcome of the many school shootings that have happened (Anderson et al. 3). All of these school shootings were done by boys with a history of playing violent video games. In the short narrative “Playing at Violence,” from American Scholar, author Pacifique Irankunda tells of his life in Burundi and how t...
...eases the societal costs of this risk factor” (Source F). The “delayed gratification” further exacerbates the addiction by the satisfaction one feels after winning a game (Source D). This is harmful because students will continue to play these games until they have reached the ultimate gaming accomplishment: winning the entire game. Some students are unable to pause their games for even a few hours. Therefore, these students do not gain necessary and appropriate communication skills since their focus is primarily on their game. Video games, thus, lead to harmful, addictive behaviors.
This essay will attempt to prove, that statements made regarding the inappropriateness of video games are untrue. The advantage of playing video games can be proven in their ability to enhance learning, hand-eye coordination, and this in turn can enable children and teenagers to do better in school. Violent video games can help overcome anxiety by providing entertainment without leaving the house, taking everyday stresses out on the characters in the game instead of real life, takes the adolescent’s minds off worries and stress of the outside world, and encourages children to stay out of trouble. Video games c...
This being said, it can be proven that advancements come with positive and negative effects. The video games of twenty-five years ago have evolved into something different and in some cases something dark. Research has shown in many cases that video games have negative effects such as: increased aggressive behavior, desensitization, and poor physical heath on adolescents. Many researches also think part of the problem arises because adolescents do not receive enough parental supervision with these games. After discussing these negative effects it will be obvious that more vigilance and regulations are warranted.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Schwartz, Kelly D. "Chronic Violent Video Game Exposure And Desensitization To Violence Behavioral And Event-Related Brain Potential Data." Journal Of Youth Ministry 5.2 (2007): 95-98. Academic Search Premier. Web. 18 Mar. 2014.