Friday, February 20, 2009

Effects Of Video Game Playing On Children

http://www.mediafamily.org/facts/facts_effect.shtml

I have found a common topic about the impact of playing game to a person especially children.This topic thoroughly described about the advantages and disadvantages of games to us.This quite important as children play a lot of role to our future country.Check this out..

Positives

  • Video game playing introduces children to computer technology.
  • Games can give practice in following directions.
  • Some games provide practice in problem solving and logic.
  • Games can provide practice in use of fine motor and spatial skills.
  • Games can provide occasions for parent and child to play together.
  • Players are introduced to information technology.
  • Some games have therapeutic applications with patients.
  • Games are entertaining and fun.

Negatives

  • Over-dependence on video games could foster social isolation, as they are often played alone.
  • Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
  • Women are often portrayed as weaker characters that are helpless or sexually provocative.
  • Game environments are often based on plots of violence, aggression and gender bias.
  • Many games only offer an arena of weapons, killings, kicking, stabbing and shooting.
  • Playing violent video games may be related to aggressive behavior (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been raised about early exposure to violent video games.
  • Many games do not offer action that requires independent thought or creativity.
  • Games can confuse reality and fantasy.
  • In many violent games, players must become more violent to win. In "1st person" violent video games the player may be more affected because he or she controls the game and experiences the action through the eyes of his or her character.
  • Academic achievement may be negatively related to over-all time spent playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)

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