Sunday, November 17, 2019

Video games and Kids Essay Example for Free

Video games and Kids Essay Video games have a positive and negative effect on kids. Video games affect the kids health, for example lead to cardiovascular implication. Also affect their education when affecting their cognition. Others video games effects on kids are when affecting their social and behaviors. Parents need to involve and regulate their children‘s gaming habit. Video games attribute in big portion in kids behavior. Video game affect kids negatively could be a good reason to make a kid violent and make him a killer. According to Anderson, Craig A at â€Å"Violent Video Games and Other Media Violence† he said that video game. Video games affect kids and make theme violent. When the kids consume a lot of violent materiel, he gets confuse between the reality and the fantasy. The kids think that hitting, kicking are allowed in real life. According to Anderson, Craig A, he sees in his essay â€Å"Violent Video Games and Other Media Violence (Part 1)† that the player needs to distinguish between fantasy and real violence. AS result, the player exposes his violence toward his surrounding and become violent. Anderson suggest at the same essay that video games are not only the cause for violence, but others effect as biological, neighborhood and family could attribute in this violence. Video games affect kids’ education and learning. Kids spend more time in playing rather than finishing their school tasks. As consequence, they have a poor grade and low knowledge. According to KIRA BAILEY in his study â€Å"A negative association between video game experience and proactive cognitive control† he said that after the three studies indicate that high levels of video consumption may be associated with a reduction in the efficiency of those processes supporting cognitive control that arise from interactions between anterior cingulated and lateral frontal cortex. Video games affect kids ‘health in too many ways. According to Dorman, Steve M. in his study â€Å"Video and computer games: Effect on children and implications for health education. † First: Cardiovascular Implications is consequence of less activity, because in USA children adopt sedentary lifestyle at early age and they prefer play video games rather than involving in different sport or other physical activities. Video games affect kid’s behavior and social life. According to Messerly, John G, â€Å"How Computer Games Affect CS (and other) Students’ School Performance;† He said: My methodology was simple: I asked students— all computer science majors in an undergraduate program—whether they knew someone whose scholastic or social life had been harmed by computer games. About 90% answered affirmatively, describing students whose fascination chained them to their apartments or dorm rooms for days, weeks, even semesters. Many admitted to having or having had this problem themselves. The effect Is exacerbated by so-called role-playing games like Age of Kings, Dark Age of Camelot, and Ever quest, with addictive power so great some call it Ever-crack. Players create characters and alter egos in cyberspace living out their personal fantasies, usually by adopting the traits they believe they lack in the real world. My informal surveys suggest there is something particularly addictive, if not sinister, about role-playing. (29) Video games have a positive effect on kids. Video games could be a good way to motivate kids. For example, be a good motivate for the kids to finish their duties. Kids could be reward with extra play time, or earn their video games after finishing their tasks. Also a good choice of video games, like challenging games could make kids smart when learning about different subject. Video games could be a good help in kids education. According to Annetta, Leonard A. â€Å"Video Games in Education: Why they should be used and how they are being used. † In her essay, she mentions that the games are not limited in played, but they could be a good explanation for real life. Kids get new information in the virtual world of video games without really knowing that they‘re learning. Anneta , Leonard mentions in her other essay â€Å" Video Games AND Simulation AS Teaching Tools†. She says that the enticement of video games can be used to enhance K-12 education. Also the use of video games could replace a traditional teaching. She gives North Carolina State University (NSCU) as example, because they encourage video games as a supplement to normal instruction. Also she says that virtual-learning environments being introduce to school through (Innovative Gaming Networks In Teacher Education), a synchronous, online graduate course1 and through HI FIVES (Highly Interactive Fun Internet Virtual Environment in Science2. Video games play a big role in health field, strange but true. According to Healthcare Financial Management â€Å"Video Games: Good for your Health†. The games helping in health are: * Games for rehabilitation and therapy which aid balance and mobility in Parkinson’s patients, others used as a â€Å"distraction device† to control pain and stress. * Exergaming which incorporate physical activity, such workout game, or games that make you move to get to the target, for example, kinnect. * Games for major healthcare provider: Insurance companies met to discuss ways to use videogame technology to solve critical healthcare challenges. Additionally, a team of graduate students at Carnegie Mel- Ions Entertainment Technology Center has developed a game called Project ER, designed to lower stress for 60,000 children who visit the EDs of Pittsburgh Medical Centers each year. During a test run, the team gathered considerable research on how to deploy such systems in healthcare settings. * The rise in games for first responders and medical professionals: One new game system allows health professionals to interact with 3-D simulations of emergency healthcare environments. Additionally, an online, multiplayer game trains physicians to communicate more effectively with their patients. Parents need to be aware of the video games danger. And also need to take advantage of the good side of the technology and guide their kids. According to website (media-awareness. ca/english/parent/video games/index. cfm) Amy Phillips says in her essay â€Å"Console video games† that the video games encourages teamwork, increase self-confidence and improve hand and eye coordination, but in negative side the kids could have trouble distinguishing fantasy from reality in the games. According to the website, the parents need to involve and have a concern about video games. Parents of young children should be aware of the following concern: Young children may become more aggressive and fearful if they are exposed to high levels of violence in video games. The violence portrayed in video games usually has no consequences, and is often there for the sake of humor. Parents need to watch what the kids are playing in the computer and video games. Parents need to follow up with video game rating. For example; at 2008 study by the U.S. Federal Trade Commission (FTC) found that 20% of children under 17 surveyed had bought at least one M-rated game. A study by the Kaiser Family Foundation found that three-quarters of boys in grades seven to twelve had played Grand Theft Auto, an M-rated game. The entertainment industry aggressively markets violent media to young children. In September 2000, the U. S. Federal Trade Commission (FTC) released a report that exposed how the media industries actively target young children with violent entertainment meant for adults. According to the FTC, almost every video-game company they investigated regularly marketed violent M-rated games to children. For instance, the E-rated game LittleBigPlanet includes content intended to promote another Sony game, Metal Gear Solid 4, which is rated M. Toys based on action characters from games meant for mature players are often marketed to young children. Halo, an ultra-violent video game rated for players 17 and older, has spawned action figures marketed to children under 8 years old. Other issue is Childrens ideas of what it means to be male and female can be negatively influenced by stereotypes found in media. Video games are designed by males for males, and so generally contain very few female characters. Those females that do appear are often portrayed as victims, while the male characters are the aggressors. The study Video Game Characters and the Socialization of Gender Roles shows that young people hold perceptions of gender roles that mirror how men and women are depicted in video games. Many games popular among youth are either played online or downloaded from sites such as Newgrounds and eBaums World. The ESRB rating system does not cover such games. User-created content is an increasing part of todays games. This means that even if the original game has a rating appropriate for your child, it may be possible to download additional content that is not. Games often have a multiplayer component which allows children to play with other people over the Internet. These multiplayer games usually permit conversation between players which is typically immoderate. Other people see that the video games have a positive side on general and for example using the video games in health and in school.

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