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Effects of Video Games on Children’s Behavior

Titel: Effects of Video Games on Children’s Behavior

Projektarbeit , 2018 , 9 Seiten , Note: 1.2

Autor:in: Patrick Kimuyu (Autor:in)

Medizin - Neurologie, Psychiatrie, Süchte
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Zusammenfassung Leseprobe Details

In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age).

The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country.

Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

Leseprobe


Table of Contents

1. Introduction

2. Theoretical Perspectives

3. Effects of Video Games on the Behavior of Young Children

4. Conclusion

Research Objectives and Key Topics

This report aims to investigate the correlation between the consumption of violent video games and behavioral changes in children, specifically examining the impact on aggression levels, academic performance, and social development. The study seeks to answer whether the exposure to high-content violent media contributes to increased aggressive tendencies and mental health issues in youth.

  • The impact of violent video games on aggression and social behavior in children.
  • The role of the "aggression model" in explaining behavioral changes.
  • Consequences of video game addiction, including attention deficits and poor school performance.
  • The potential for pro-social behavioral development through non-violent gaming.
  • The influence of graphic realism in modern gaming on children's perceptions of reality.

Excerpt from the Book

Effects of Video Games on the Behavior of Young Children

A review of literature on the impact of video games on children shows that they are a significant amusement of children. Most children develop wired behaviors for instance, escaping from school and other social activities with peers and family members so as to play video games. Most of the children find these violent video games enjoyable to play and they are ready to offer opportunities so as to learn cognitive skills and promote self-confidence when playing them (Dill & Dill, 1998). An example is the popular video game, blood and gores which most of the children in the US find enjoyable because they can allow the players to play active killer roles. Video games are seen by most of the children as real because of the significant increase in computer processing speed thus resulting into graphic realism among children and they are likely to internalize them in their daily activities because it appears real to them (Anderson & Bushman, 2001).

Violent video games have resulted into increase in violent crime rates in the United States. Research shows that in the early 1960s crime rates were minimal but with the growth of the video game industry in the country, violent crime rates among children has being on the rise (National Center for Children Exposed to Violence, 2006). Despite critics that violent crime rate are directly linked with gun laws, incarceration rates, poverty rate, and drug use in the United States, research and theory have proven that the rate of violent crimes among children is gaining momentum in the country because of the growth of the video game

Summary of Chapters

Introduction: Provides an overview of the rapid growth of the video game industry and the growing concerns among professionals regarding its influence on youth behavior and violence.

Theoretical Perspectives: Discusses the "aggression model" as the primary psychological framework to explain how violent media impacts cognitive structures and aggression-related thoughts.

Effects of Video Games on the Behavior of Young Children: Analyzes the detrimental effects such as addiction, attention deficits, and increased aggression, while also acknowledging the potential for pro-social effects.

Conclusion: Synthesizes the findings, emphasizing the direct relationship between violent gaming, increased aggression, and the need for public and scientific awareness.

Keywords

Video games, Children's behavior, Aggression model, Violent media, School violence, Cognitive skills, Attention deficit, Addiction, Pro-social behavior, Mental health, Graphic realism, Psychology, Youth development, Social learning theory, Behavior analysis

Frequently Asked Questions

What is the fundamental focus of this paper?

The paper examines the multifaceted impact of video games—particularly violent ones—on the behavior, mental health, and social development of children.

What are the central thematic fields covered?

The central themes include the psychological effects of violent content, the correlation with youth crime, academic performance, and the role of addiction in behavior modification.

What is the primary objective of this study?

The objective is to explore and document the link between the rising popularity of violent video games and the increase in aggressive behaviors and social conflicts among children.

Which scientific methodology is employed?

The report utilizes an analytical review of existing primary and secondary literature, including academic journals, psychological studies, and clinical reports.

What is addressed in the main body of the work?

The main body details the theoretical framework of aggression, the impact on attention and schooling, the connection to violent crimes, and the dual nature of gaming as both a potential source of harm and pro-social learning.

Which keywords best characterize this study?

Key terms include video game addiction, aggression, youth violence, attention deficit, and social cognitive models.

How does the "aggression model" explain the change in behavior?

The model suggests that exposure to violent content triggers aggressive thoughts, feelings, and physiological arousal, which eventually manifest as violent behavior in real-life social settings.

Does the author acknowledge any positive impacts of video games?

Yes, the author notes that certain pro-social games can foster cooperation, empathy, and helping behavior, which may reduce perceptions of a hostile world.

What role does "graphic realism" play according to the text?

Graphic realism makes games appear more "real" to children, increasing the likelihood that they will internalize violent actions and behaviors into their daily lives.

What is the connection between gaming and school performance?

The research indicates that time spent playing games displaces time for homework and reading, often leading to poor academic performance and decreased concentration.

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Details

Titel
Effects of Video Games on Children’s Behavior
Hochschule
Egerton University
Note
1.2
Autor
Patrick Kimuyu (Autor:in)
Erscheinungsjahr
2018
Seiten
9
Katalognummer
V424115
ISBN (eBook)
9783668695627
ISBN (Buch)
9783668695634
Sprache
Englisch
Schlagworte
effects video games children’s behavior
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Patrick Kimuyu (Autor:in), 2018, Effects of Video Games on Children’s Behavior, München, GRIN Verlag, https://www.grin.com/document/424115
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