Research Paper About The Effects of Computer Games Text

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5 sources cited length: 926 words 2.6 double spaced pages rating: red free the effects of violent computer games on children children are spending an increasing amount of time playing games. Research shows that as much as 92% of children between 4 and 17 years of age play video games zvezdan, 1. Most of these video games are violent and cause physical and mental problems in children. Flashing of lights and the radiant energy of the images from the screen can trigger seizures randall, 1. It causes a sudden loss of consciousness and wild jerking of arms, legs and other parts of the body.

Crooked posture is one of the most common medical problems connected to playing video games. In fact there is a huge number of children in junior high and high schools that have a crooked posture as a result of playing computer games zvezdan, 1. Damage to joints or tendonitis is just another factor that comes with playing computer games excessively. The constant repetition of the same movements to hands induces damage to joints and skin irritation zvezdan, 1. Hours staring at the screen, which displays rapidly flashing pictures, can impair sight. Some other physical problems caused by computer games are lack of exercise and psychomotor disorders setzer, 3. With lack of exercise, the buildup of fat increases causing a person to become obese.

Recent news articles claim, some children addicted to electronic games spoke too fast with limited sense, feeling or contents in their speech. Setzer, 3 unable to speak properly would hold children back from excelling in their studies. The mental effects of playing violent games are just as numerous as the physical effects. Excessively playing violent computer games over along period of time can contribute to obsessive, addictive behavior, the player will be dehumanized, and feelings will be desensitized setzer, 1. If the thrill is worthwhile then they will want to play over and over again to achieve that same thrill. Also computer games provide entertainment and a chance to get away from the humdrum of everyday life. They are very interactive therefore they are able to cast the player into a virtual world.

The player can become so immersed in that world that he will begin to identify himself with the main character, whose actions control what happens. The greatest problem here is that whatever violent action performed by the main character is often rewarded rather than punished zvezdan, 2. If this is true young children will become dehumanized and desensitized to violence. They will see it as being all right and will not be as affected by violent acts, such as murder and rape. This fact may cause them to become violent in behavior because they have become so desensitized and dehumanized by playing violent video games that they will be unable to see anything wrong with violence. Some examples of violent computer games are mortal kombat, resident evil, and flashpoint kosovo. A player can murder his opponent by decapitating him, or by electrocution, or he can rip out his opponent’s heart with his bare hands or he can tear off the head of his opponent with his bare hands.

Literature And Film Research Paper Topics

Resident evil is a game in which the player kills zombies by shooting at them and chopping their heads off. Flashpoint kosovo is a game in which the player’s objective is to kill as many serbs as possible. Most of these games have three dimensional scenarios this makes violence much more realistic.

Paper Writing Transition Words

Violent computer games, although fun to play are causing children to become more condoning of violent acts. Not only do these games destroy their rational thinking, but playing them can also cause them serious health problems. Children do not need health problems when they have their whole life ahead of them.

To protect children, parents should set up a definite schedule of activities to be done at home. A list should be made on what games are permitted and what games are not permitted. They should help children understand and use the classification system when it comes to picking an appropriate game. Parents should be emotionally nurturing and attentive to their kids because there can be no substitute for human interaction. Effects of involvement in computer games to the study habits of a research presented to mr. Morales saint mary’s university bayombong, nueva viscaya manuel douglas inaldo leigrich salvador herman anthony aseron february 2013 the problem and its background modernization of living has a great impact to one of us, specifically in the field of technologythat introduces us to this, computer age because of its many benefits that makes our lives better and helps us do work a lot better.

One evidence is the excessive of use of computers of some marian students, it gives us a faster access to the world and is very beneficial to our studies like doing paper works and at the same time, entertainment. But as computers became more popular, some students overused it and become a bad leisure for them causing them to skip their classes, they could not concentrate, and they become irresponsible, they didn’t do their school stuffs and obliviously overspending their allowance in paying a gaming computer unit and a bet. Lessen, determine and prevent computer addiction, are in the mind of the researchers in conducting this study. Statement of the problem the primary aim of this study is to obtain relevant information in the involvement of the college freshmen students towards computer games. What is the profile of the respondents in terms of the following factors: 1.1 amenability of hanging with computer 1.2 interest in computer gaming 1.3 awareness in the possible effects of too much exposure in computer games 1.4 self control 2.

What are the most common factors which make involve them in computer games? in the past 30 years, video games have had a major impact on how people spend their leisure time. The first generation of video games were nothing more than simple geometric shapes, one or more of which could be controlled by the game player. With the release of the nintendo entertainment system in the 1980s and sony's playstation in the 1990s came new generations of games, with better graphics and more capabilities. Until the recent resurgence in interest in video games in the past decade, research on the topic was minimal.

The greatest recent contribution has been anderson and bushman's 2002 general aggression model gam , which explains both the development of aggression and individual differences in susceptibility to the influence of violent video games. Because of the many biological and physical changes that occur during puberty, exposure to violent games should affect the processes that operate within the gam. In order to control the effects of video game violence, one must first understand the effect it has on the brain, including in the areas of aggression and hostility. In the past 30 years, video games have had a major impact on how people spend their leisure time. Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations.