Effects of video games upon children and their behavior in the real life in the USA – Research Paper Example

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Journalism, Mass Media and Communication 31 October Effects of Video Games upon Children and their Behavior in the Real Life in the USA 1. Introduction Video games are very popular among children, teenagers and adults. They can be played on cell phones, handheld devices, game consoles and computers. They can also be played from just about anywhere that an electronic gadget can be operated. Majority of children, adolescents and idle adults in America spend excessive quantities of time playing them. Today, Video games have become very advanced and realistic requiring players to pay full concentration while playing them.

In fact, some games can now be connected to the internet allowing the players to play with strangers online. Video games have both adverse and favorable impacts on players. However, while a few of some games have informative content, majority of them accentuate contradictory themes and promote negative behaviors. 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. Consequently, children grow up with the habit of spending many hours daily in front a screen of some kind which is mainly either watching videotapes or television, playing video games or using a personal computer.

Balter states that “The most common pattern of play is daily, with most of the players playing between one-half and one hour per day…. substantial differences have been found between light players and heavy players” (665). Heavy players spend the most amounts of hours playing video games; they also tend to avoid chores, homework and other family activities in order to preserve their level of play.

Light players on the other hand, spend comparatively less amount of time playing video games. 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 Melanie, “In 2010, computer and video games contributed $24 billion in sales to the U. S. economy. The computer and video games industry employs 120,000 Americans in high-paying jobs in 34 states” (“Growing the Video Game Industry in the US, ” fas. org). However, despite providing jobs and improving the economy, parents and organizations are concerned about the vast negative effects it has in the American society.

Organizations such as the American Academy of Child & Adolescent Psychiatry and the American Academy of Pediatrics state that, vulnerability to violent media, such as video games, can lead to real-life destructive behavior and harm minors in other ways (“Violent Video Games and Young People, ” Harvard. edu).

Works Cited

American Academy of Child and Adolescent Psychiatry. “Children and Video Games: Playing with Violence.” aacap.org. No.91. March 2011. Web. 31 October 2012.

Balter, Lawrence. Parenthood in America: An Encyclopedia. Vol.1. California: ABC-CLIO, Inc., 2000. Print.

Bidgoli, Hossein. The Internet Encyclopedia. Vol.2. New Jersey: John Wiley & Sons, Inc., 2004. Print.

Caruana, V., Caruana, C., and Olivia Bruner. “Types of Video Games.” focusonthefamily.com. 2012. Web. 31 October 2012.

Khan, Mohamed K. “Emotional and Behavioral Effects of Video Games and Internet Overuse.”

Report of the Council on Science and Public Health (n.d.): CSAPH Report 12-A-07. Web. 31 October 2012.

Melanie. “Growing the Video Game Industry in the US.” fas.org. 4 May 2011. Web. 31 October 2012.

Sclafani, Joseph D. The Educated Parent 2: Child Rearing in the 21st Century. California: ABC-CLIO, LLC, 2012. Print.

“Violent Video Games and Young People.” harvard.edu. October 2010. Web. 31 October 2012.

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