magazines.com, Play, January 23, 2007, http://www.magazines.com/ncom/mag?id=2582104428054&mid=0000009645&siteID=kP3mWT19XNM-ArULqSpPcAQG7ZMsPwGaSg
Electronic gaming has merged with both TV and film, with compelling storylines, realistic simulations, and innovative new genres that have made it a genuine form of mainstream entertainment.
^magazine advertisment. this is a video game magazine.
Tuesday, January 23, 2007
8
NYU Child Study Center, Video Games and Kids, January 23, 2007, Kai-ping Wang M.D.,
http://www.aboutourkids.org/aboutour/articles/video_games_kids.html
Video games are a multi-billion dollar industry present in over two-thirds of American households. About a third of parents play and the average player age has steadily increased to about 33. Many of the more popular games employ adult themes such as aggression, graphic violence, drug use, and sexual themes. Much like the controversies that followed music, movies, television and comic books, the video game industry has been increasingly scrutinized and criticized.
~are parents setting bad examples for their kids when they are playing the video games themself?
When playing more violent games, studies describe negative effects from increased aggression, decreased inhibition to violence, and increased blood pressure. However, the rate of juvenile violent crime is at a historical low. Many of those studies have been criticized as being inconclusive or methodologically flawed. Positive studies tout improving hand-eye coordination (surgeons that play video games are faster and more accurate in laparoscopic surgeries), stimulating imagination, and improving cognitive thinking, but many of those benefits can be better achieved outside video game play such as sports, arts, music, hobbies, and other creative endeavors..
~why are more parents not making there kids choose the alternative to video games?
http://www.aboutourkids.org/aboutour/articles/video_games_kids.html
Video games are a multi-billion dollar industry present in over two-thirds of American households. About a third of parents play and the average player age has steadily increased to about 33. Many of the more popular games employ adult themes such as aggression, graphic violence, drug use, and sexual themes. Much like the controversies that followed music, movies, television and comic books, the video game industry has been increasingly scrutinized and criticized.
~are parents setting bad examples for their kids when they are playing the video games themself?
When playing more violent games, studies describe negative effects from increased aggression, decreased inhibition to violence, and increased blood pressure. However, the rate of juvenile violent crime is at a historical low. Many of those studies have been criticized as being inconclusive or methodologically flawed. Positive studies tout improving hand-eye coordination (surgeons that play video games are faster and more accurate in laparoscopic surgeries), stimulating imagination, and improving cognitive thinking, but many of those benefits can be better achieved outside video game play such as sports, arts, music, hobbies, and other creative endeavors..
~why are more parents not making there kids choose the alternative to video games?
7
womenshealth.gov, August 9, 2006, U.S. department of health and human services. January 23,
2007, http://www.4women.gov/news/english/534230.htm
Playing violent video games, even for only 20 minutes, desensitizes people to real-world violence
~ what would happen if they played for more then 20 minutes?
lowered physical responses meant the person felt less emotional upset when viewing real-life brutality.
The people who played violent video games for 20 minutes had lower perspiration heart rates while watching the real-life footage.
He or she may also be less able to identify violence and less likely to help victims of violence
~will this be a long term effect lasting throughout adulthood if exposed to the violence as a kid?
effects may even be greater in those under the age of 7 because these children don't distinguish very well between fantasy and reality
2007, http://www.4women.gov/news/english/534230.htm
Playing violent video games, even for only 20 minutes, desensitizes people to real-world violence
~ what would happen if they played for more then 20 minutes?
lowered physical responses meant the person felt less emotional upset when viewing real-life brutality.
The people who played violent video games for 20 minutes had lower perspiration heart rates while watching the real-life footage.
He or she may also be less able to identify violence and less likely to help victims of violence
~will this be a long term effect lasting throughout adulthood if exposed to the violence as a kid?
effects may even be greater in those under the age of 7 because these children don't distinguish very well between fantasy and reality
Tuesday, January 9, 2007
6
MSNBC, George Lewis, May 19, 2005. NBC, January 9, 2006.
http://www.msnbc.msn.com/id/7912743/#storyContinued
"About one out of eight gamers, youthful gamers who play games, develop all of the patterns similar to an addiction," says Dr. David Walsh with the National Institute on Media and the Family.
~how often do people need to play games in order to have an addiction?
Mitch Wade, "It's the problem-solving. And we saw that when we surveyed professionals who grew up playing video games. What's a surprise is that they're better at things you need in business — like team play and careful risk-taking."
http://www.msnbc.msn.com/id/7912743/#storyContinued
"About one out of eight gamers, youthful gamers who play games, develop all of the patterns similar to an addiction," says Dr. David Walsh with the National Institute on Media and the Family.
~how often do people need to play games in order to have an addiction?
Mitch Wade, "It's the problem-solving. And we saw that when we surveyed professionals who grew up playing video games. What's a surprise is that they're better at things you need in business — like team play and careful risk-taking."
Wednesday, January 3, 2007
5
Mental Help.net, Bernard Cesarone. Video Games and Children.
http://www.mentalhelp.net/poc/view_doc.php?type=doc&id=1949&cn=28
A recent study (Funk, 1993) examined video game playing among 357 seventh and eighth grade students. The adolescents were asked to identify their preference among five categories of video games. The two most preferred categories were games that involved fantasy violence, preferred by almost 32% of subjects; and sports games, some of which contained violent subthemes, which were preferred by more than 29%. Nearly 20% of the students expressed a preference for games with a general entertainment theme, while another 17% favored games that involved human violence. Fewer than 2% of the adolescents preferred games with educational content.
~what makes these games so appealing?
Ratings of video game violence have developed as an extension of ratings of television violence. Among those organizations that have attempted to rate television violence, the National Coalition on Television Violence (NCTV) has also developed a system to rate the violent content of video games. The NCTV system contains ratings that range from XUnfit and XV (highly violent) to PG and G ratings. Between summer and Christmas of 1989, NCTV surveyed 176 Nintendo video games. Among the games surveyed, 11.4% received the XUnfit rating. Another 44.3% and 15.3% received the other violent ratings of XV and RV, respectively. A total of 20% of games received a PG or G rating (NCTV, 1990).
~what age groups play these games?
http://www.mentalhelp.net/poc/view_doc.php?type=doc&id=1949&cn=28
A recent study (Funk, 1993) examined video game playing among 357 seventh and eighth grade students. The adolescents were asked to identify their preference among five categories of video games. The two most preferred categories were games that involved fantasy violence, preferred by almost 32% of subjects; and sports games, some of which contained violent subthemes, which were preferred by more than 29%. Nearly 20% of the students expressed a preference for games with a general entertainment theme, while another 17% favored games that involved human violence. Fewer than 2% of the adolescents preferred games with educational content.
~what makes these games so appealing?
Ratings of video game violence have developed as an extension of ratings of television violence. Among those organizations that have attempted to rate television violence, the National Coalition on Television Violence (NCTV) has also developed a system to rate the violent content of video games. The NCTV system contains ratings that range from XUnfit and XV (highly violent) to PG and G ratings. Between summer and Christmas of 1989, NCTV surveyed 176 Nintendo video games. Among the games surveyed, 11.4% received the XUnfit rating. Another 44.3% and 15.3% received the other violent ratings of XV and RV, respectively. A total of 20% of games received a PG or G rating (NCTV, 1990).
~what age groups play these games?
4
Douglas A. Gentile. The effects of video games on children: what parents need to
know. Pediatrics for Parents, June, 2004. January 3, 2007.
http://findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319
Among elementary and middle-school populations, girls play for an average of about 5.5 hours/week and boys average 13 hours/week
~How much time do these kids spend reading or being outside?
Preschoolers aged two to five play an average of 28 minutes/day. The amount of time spent playing video games is increasing, but not at the expense of television viewing which has remained stable at about 24 hours/week.
~Is television viewing affecting kids as much as video game playing?
In a study with college students, playing a golf video game improved students' actual control of force when putting, even though the video game gave no bodily feedback on actual putting movement or force. There have even been studies with adults showing that experience with video games is related to better surgical skills. Research also suggests that people can learn iconic, spatial, and visual attention skills from video games.
~Is the negative effects of video games overpowering the positive effects?
Research has documented negative effects of video games on children's physical health, including obesity, video-induced seizures. and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome.
A majority of 4th to 8th grade children prefer violent games
Playing a violent game for hours every day could decrease school performance, increase aggressive behaviors, and improve visual attention skills.
know. Pediatrics for Parents, June, 2004. January 3, 2007.
http://findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319
Among elementary and middle-school populations, girls play for an average of about 5.5 hours/week and boys average 13 hours/week
~How much time do these kids spend reading or being outside?
Preschoolers aged two to five play an average of 28 minutes/day. The amount of time spent playing video games is increasing, but not at the expense of television viewing which has remained stable at about 24 hours/week.
~Is television viewing affecting kids as much as video game playing?
In a study with college students, playing a golf video game improved students' actual control of force when putting, even though the video game gave no bodily feedback on actual putting movement or force. There have even been studies with adults showing that experience with video games is related to better surgical skills. Research also suggests that people can learn iconic, spatial, and visual attention skills from video games.
~Is the negative effects of video games overpowering the positive effects?
Research has documented negative effects of video games on children's physical health, including obesity, video-induced seizures. and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome.
A majority of 4th to 8th grade children prefer violent games
Playing a violent game for hours every day could decrease school performance, increase aggressive behaviors, and improve visual attention skills.
Wednesday, December 20, 2006
3
Video Games Violence Goes Straight to Kids Heads, Forbes, Novemeber 28, 2006, http://www.forbes.com/forbeslife/health/feeds/hscout/2006/11/28/hscout536261.html, December 20, 2006
"This is the first time that it has been demonstrated that violent video games can affect brain physiology and the way the brain functions," said lead researcher Dr. Vincent Mathews, professor of radiology at Indiana University School of Medicine.
Video games accounted for $10 billion in sales in the United States last year, but there is growing concern about the effects the games may have on those who play them.
In the study, Mathews's team randomly assigned 44 adolescents to play either a violent video game or a nonviolent video game for 30 minutes. They then had the adolescents undergo functional MRI (fMRI) brain scans while performing tasks that measured concentration and inhibition. fMRI measures real-time changes that occur when the brain is active.
The Indiana group found that, compared to children who weren't playing a violent video game, kids who played these games had more activation in the amygdala, a brain area closely linked to emotional arousal. At the same time, their brains showed a reduced activation in prefrontal brain areas involved in inhibition, concentration and self-control. "These findings raise concern that these types of video games are having some sort of effect on the brain and likely an effect on behavior as well," Mathews said.
Bickham said parents need to be vigilant regarding the media they are letting into their homes, since children learn from all media they encounter. "This is more evidence that violent media can lead to aggressive and negative behaviors," he said.
~How many parents have concerns about the influence of violence on there kids?
"This is the first time that it has been demonstrated that violent video games can affect brain physiology and the way the brain functions," said lead researcher Dr. Vincent Mathews, professor of radiology at Indiana University School of Medicine.
Video games accounted for $10 billion in sales in the United States last year, but there is growing concern about the effects the games may have on those who play them.
In the study, Mathews's team randomly assigned 44 adolescents to play either a violent video game or a nonviolent video game for 30 minutes. They then had the adolescents undergo functional MRI (fMRI) brain scans while performing tasks that measured concentration and inhibition. fMRI measures real-time changes that occur when the brain is active.
The Indiana group found that, compared to children who weren't playing a violent video game, kids who played these games had more activation in the amygdala, a brain area closely linked to emotional arousal. At the same time, their brains showed a reduced activation in prefrontal brain areas involved in inhibition, concentration and self-control. "These findings raise concern that these types of video games are having some sort of effect on the brain and likely an effect on behavior as well," Mathews said.
Bickham said parents need to be vigilant regarding the media they are letting into their homes, since children learn from all media they encounter. "This is more evidence that violent media can lead to aggressive and negative behaviors," he said.
~How many parents have concerns about the influence of violence on there kids?
Subscribe to:
Posts (Atom)