| The influence of technology in the field of | | | | negative effect on the brains of the kids |
| gaming continues to grow at a rapid pace. As | | | | that played ultra-violent for 30 minutes. |
| computer and video games have increased | | | | That same effect was not present in the kids |
| exponentially in popularity over time, they | | | | who played non-violent. |
| have caused significant impact upon popular | | | | |
| culture. This form of entertainment has | | | | Children all over the world seek love and |
| spawned many fads. Video game culture has | | | | peace from video games, in order to escape |
| evolved in time, particularly in connection | | | | abusive parents, siblings, and classmates. |
| with internet culture. Today, one can see the | | | | The psychological effects of computer games. |
| impact of computer and video games in | | | | Some video games lead to aggressive behavior |
| politics, television, popular music, and | | | | others lead to aggressive thoughts. Much of |
| Hollywood. A lot of research is conducted to | | | | the debate about gaming deals with the |
| study its effect on lifestyle and behavior of | | | | relationship between aggressive behavior and |
| the wow powerleveling gamer especially kids. | | | | the negative content found in the games. Some |
| Online game is the most sought leisure | | | | studies have purported that there is a |
| activity followed by kids now days. Computers | | | | correlation between depression and playing |
| play a major role in shaping the future of | | | | computer games. Some psychologists and |
| kids. Days are gone when children loved to | | | | parents' groups have criticized video games |
| indulge in outdoor activities, rather than | | | | because they believe they cause children to |
| running or playing outside children spend | | | | sit alone infront of computer for many hours |
| most of their time playing online games. | | | | in a row, interacting with a machine |
| Online games surely have an impact on minds | | | | (although chatting can be considered a more |
| of kids' .Taking into consideration it | | | | socially open environment) rather than |
| positively is a great mind exercise and helps | | | | running and playing outside as they exercise |
| kids explore many new things. It includes | | | | and improve their social skills by playing |
| improvement in recursive and proactive | | | | with other children. They claim that video |
| thinking, increased sociability, and improved | | | | games can be even more addictive to children |
| interpretive skills. Research shows that the | | | | than TV and therefore more likely to isolate |
| children who played online games were more | | | | them socially in this way. People often think |
| active and had sharper minds than their other | | | | that increased game usage necessarily means |
| counterparts. Some video games have been | | | | increased depression, alienation, and lost of |
| specifically designed to teach people about a | | | | sense of community. |
| certain subject, expand concepts, reinforce | | | | |
| development, understand an historical event | | | | Everyone who plays video games has a |
| or culture, or assist them in learning a | | | | different reason for playing and the usage of |
| skill as they play. Computer and videogames | | | | the game leads to different effects for each |
| also receive much more negative critics | | | | individual person. Childhood upbringings, |
| because games are often coined with issue | | | | peer influences, pressures at school, and |
| such as mindless entertainment, enhanced | | | | family issues are all factors that have a |
| social recluse, sexism and consumerism. | | | | strong connection with the effects of gaming |
| Research shows that kids who play violent | | | | on individuals. So if a person's reality |
| video games showed an increase in emotional | | | | doesn't counter that which is on the computer |
| arousal - and a corresponding decrease of | | | | and television screen, than a child may aim |
| activity in brain areas involving | | | | to make the game he plays a reality. From |
| self-control, inhibition and attention. There | | | | this idea we see school shootings, increased |
| was a research conducted on a group of | | | | drug usage, and depression. Sure video games |
| children where two action games were included | | | | maybe therapeutic for some people, but the |
| the first game was the high-octane but | | | | small amount of people who are negatively |
| non-violent racing other was the | | | | affected by gaming impact many. So just like |
| ultra-violent. The team divided children into | | | | one alcoholic can cause a car accident that |
| two groups, and randomly assigned the kids to | | | | can kill twenty people, increased promotion |
| play one of the two games. Immediately after | | | | of violence coupled with real life graphics |
| the play sessions, the children were given | | | | can do the same thing. |
| MRIs of their brains. The scans showed a | | | | |