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Do video games have a negative influence on children of today

Do video games have a negative influence on children of today

The past two decades have seen an explosion into the world of the controversies related to video games . The influence that this new era of gaming has on the society especially children as young as three to thirteen is so profound that it has been subject to great speculation and study . The changing characteristics of the society , the emergence of computer literate youngsters , rising trends in violence and crime , the rapid globalization and affordable and improved technology , have contribute to this

transformation within the social structure . This has brought together scientists , sociologists , religious advocates psychologists and lawyers to address this issue of strong influence that video games have on the children who are the future of this civilization . Technology is the tool of the trade for this phase of evolution , and its impact is universal . Though , a controversial issue the impact that video games have can be negative and positive , depending on how it is used by whom and under what conditions . This is the new wave which has caught the world and the ride has to be cautious and careful , through good choices and parental supervision

According to the Entertainment Software Association (ESA , the trade group that represents the computer and video game industry , half of all Americans now play video games , and the average age of the gamer is thirty years old . According to one recent study , some 92 percent of American kids from age two to age seventeen have regular access to video games ' but only 80 percent live in households with computers Video games are now a permanent part of mainstream culture , one to which people devote a considerable amount of time . More than half claim that video game play comes largely at the expense of television viewing . And video games are global a recent article in the Wall Street Journal noted that in South Korea , online tournaments attract thousands of spectators , and professional video game players can make six-figure incomes ( Rosen

A market in game accessories and publications also thrives , producing books , manuals , and magazines . Game Informer magazine , for example enjoys a circulation of more than 2 million readers - more subscribers than Rolling Stone or Vogue . There is even a dedicated video game TV network called G4 . Games have entered the educational arena as well with scholarly publications such as the International Journal of Intelligent Games and Simulation that study various aspects of the industry . High schools are using Rollercoaster Tycoon to help teach physics ' Dan Hewitt , a spokesman for the ESA , told me recently . It 's great to see that teachers are realizing that video games are an entertainment medium that can be used to teach educational principles ( Rosen

Video games are not merely mindless violence they are often works of great creativity and imagination . It is possible to imagine game narratives that change depending on what an individual player chooses to do ' she says . By investing games with real consequences , I think...

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