...essay (1,265) Internet is a fast developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have direct impact on teenagers’ criminal behaviour because it is not proven that it leads to any criminal activities. This essay will examine the relationship between video games and teenagers’ aggressive behaviour and argue that video games do not assist to any criminal activities. Furthermore, video games also influence teenagers in a positive way. In recent years, many researchers found that teenagers tent to be more violent in behaviour after playing video games which might lead to crime for instance. Bösche (2010) states that video games lead to both aggressive behaviours and positive cognitions simultaneously. One of the positive effects of video games is securing players' attention and it can be implemented in education. Ferguson (2010) suggests that the violence and excitement of video games can draw players' attention easily, therefore video games can be used as a medium for spreading positive information. For example, educational tasks can be included in a first-person shooter game which appears to be a life saving mission. Besides conveying the importance of life...
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...signifies the decline of human, moral, spiritual and traditional values.” Abstract: The progress of video games has done a great change in our lives. There are studies show that there is a study between video games and violent other research shows the good benefit of video games adult expose themselves to greater amount of video games What would our life be without technology; the term technology has Greek origins which means the science of craft? Nowadays technology has become such an integral part of human's life. Millions of people claim that technology has speared humanity from nature and affects the teenager's behavior badly. Although technology is still the source of enormous development; people don’t realize the danger which comes from it. Technology is classified to different media one of these media...
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...place of exercise.” Truly teenage rebellion has been around for a long time. Teenage is one of the most dynamic period in our life. People change the most while they are teens, both physically and emotionally. Unlike adults, teenagers may not be aware the consequence of their rebellious acts. When it comes to extreme act of rebellion it becomes violence. Teen violence comes in many forms and vary degrees. For example, verbal abuse, bully, physical fight, gang violence, and assault with or without weapons are the most common violent behavior among teenagers. Teen violence is a growing concern in our society. People often hear teenagers bullying, teenagers involved in violent crimes on the news. According to Youth Risk Behavior Surveillance, about 20% of high school students report being bullied on school property in the U.S. in 2009 (8). One third of students had been in a physical fight in the last twelve months (6). For many teenagers, violence is a way to release anger and express freedom. All parents want their teens away from violent behavior. Before we can find solutions for the youths, we need to figure out why is teen violence happening? What makes teenagers turn to violence? There’re always have different and more than one reason that make teenager becomes violence, in the following paragraph, we’re going to focus on one: the media influence. The influence of media violence is the main reason why youth turn into violence. Media violence is a contributing factor to...
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...Video games are perhaps the most popular and widespread form of entertainment in the world. The companies that develop video games earn billions of dollars and constantly invest into research aimed to make these games look like reality. Their products become more and more complex as the years pass, and they attract every young teenager out there. However, most video games are so fun and addicting, means it’s harder for kids to say no. Engaging in video games at such a young age can produce unfavorable effects that can be harmful to a youth growing up. The harm that video games cause can be by many of things, the most obvious among them is the negative effects physical health. I was once told that when your playing these games that some actually action shooting games increase concentration and muscle coordination but actually kids that spend a whole lot of time playing these games experience harmful effects that are not helpful to some of these growing kids. While playing video games there is a possibility of loss of sight. Kids spending hours on the computer or in front of the TV is one of the main causes of blurred vision among children. Also with these kids playing video games make it a huge factor in rate of obesity. Gamers often do not want to ruin and interrupt their playing time for meals unless it’s a quick snack that they eat right in front of the TV, such as chips, bars, crackers or other fast foods. This definitely does not help contribute to the healthy development...
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...The negative effects of violent video games on children and teenagers Since the advent of coin operated arcade games, video games have come a long way and spread to the homes of many children and teenagers, in both developed and developing countries (Bryant & Vorderer, 2006). On one hand, the fierce competitions among the gaming giants such as Nintendo, Sony, and Microsoft can be blamed for this phenomenon; while on the other hand, the internet alone is responsible for placing a universe full of games at arms reach of anyone with a computer and a decent internet connection. However, many games are not suitable for certain age groups. These include games which contain material that is explicit in either the lyrics of its songs, its bloody and gory action scenes, or even scenes that are considered borderline pornographic (in the game Grand Theft Auto: Vice City, the main character can enter strip clubs and receive lap dances) (Allofgta, 2008). Usually, many of the games containing significant amounts of violence are designed for mature audiences; nevertheless, their popularity among teenagers and children, who ironically constitute the largest contributors to the profits reaped from these games, is always on the rise. In Lebanon and many other countries in the middle east, no video game rating system or law exists, which allows children and teenagers to buy any game they want. Consequently, as Vorderer and Bryant explain (2006), "young video game players may be exposed to substantially...
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...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
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...Video Games and Violence Video games have attracted the attention of teens ever since arcade games where first popular. Video games have become very sophisticated, high tech, and realistic they are also becoming violent, which is becoming a problem in many homes. The amount of time that teenagers spend playing these violent video games can change their behavior; they are becoming too aggressive with others, and some are even mimicking the violence that goes on in the games. Parents that have teenagers that play these violent video games may see a change in their attitude and behavior. They may get angry over thing that are not relevant, and may begin to get angry with the game, and start slamming and breaking controllers, also they may get angry at siblings and friends that they play the games with. Video games and violence can have a detrimental effect on teens; they can be addictive, cause aggressive behavior, and have an effect on school performance. Video games started out to be a fun type of entertainment for teens, but as Norcia, M.A. (2014) noted there’s about 97% of teens who play these video games, and with this about of teens playing these games, they will have some type of effect on them, such as addiction. Teen’s that play video games on a regular basis can become addicted to them, because the graphics on video games are very appealing, they look real, so real to that they want to become part of the game. As Ridgefield (2010) noted there are studies that show because...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and increased...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and...
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...THE EFFECT OF COMPUTER AND ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF SELECTED HIGHSCHOOL STUDENTS OF SOUTHHILL MONTESSORI SCHOOL, INC. A Research Paper Presented to Southhill Montessori School, Inc. Laguerta, Calamba City, Laguna In Partial Fulfilment of the Requirement in Advance English IV by: Cantre, William Joseph C. Lumbres, Rhea M. Melanio, Lawrence T. March 2015 APPROVAL SHEET In Partial fulfilment of the requirements in Advance English, this thesis entitled The Effect of Computer and Online Games in the Academic Performance of the Selected Highschool Students of Southhill Montessori School, Inc. prepared by the students researchers William Joseph C. Cantre, Rhea M. Lumbres, Lawrence T. Melanio and is hereby submitted for oral examination ____________________ ALVIN N. NAVARRO Subject Teacher ------------------------------------------------- PANEL OF EXAMINERS Examined and approved by the oral examination committee with a rating of ______ on February 07, 2015. __________________________ MRS.CRESENCIA M. COMIA Chairperson _________________________ __________________________ MR. BERNARDO R. TIMAJO MR. ALVIN N. NAVARRO Member Member Accepted and approved in Partial fulfilment of the requirements in Advance English, an Elective subject of English IV. __________________________ _________________________ MRS. CRESENCIA M. COMIA Principal Southhill Montessori School Inc. TITLE: The Effect of Computer...
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...Name Instructor Course Date Effects of Advanced Technology on Teenagers In the modern day, technology advancements are constantly perceived through everyday life. There more and more services available for example, portable Internet, cell phones, iPods, laptop computers, 3D TVs among others (Clinton 24). Technology appears to possess a lot of detriments; however, it also has a more positive impact on the society. In some of the situation, Internet has negative consequences when it comes to sociability. Therefore, this paper aims at informing the reader about both negative and positive impacts of technology on teenagers. Specifically, the research focuses on how teens use it to share information, raise their grievances, and how it helps them in their academic process. About negative impacts, it will be imperative to center the research on how technology causes violence, social barrier, health issues, and addiction as well as dependence. According to Clinton, a journalist at the CNN investigates the explosive growth of the social media and Internet. Clinton relays on his knowledge and numerous statistics to develop his argument about the use and impact of technology on teenagers and children. Clinton also acknowledges the massive growth of technological gadgets such as Smartphones. The author says that one of the immense impacts of technology on teens is the use of the Internet that offers numerous positive opportunities. Primarily, the Internet makes information...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and increased...
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...Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try ...
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...Name Instructor Course Date Effects of Advanced Technology on Teenagers In the modern day, technology advancements are constantly perceived through everyday life. There more and more services available for example, portable Internet, cell phones, iPods, laptop computers, 3D TVs among others (Clinton 24). Technology appears to possess a lot of detriments; however, it also has a more positive impact on the society. In some of the situation, Internet has negative consequences when it comes to sociability. Therefore, this paper aims at informing the reader about both negative and positive impacts of technology on teenagers. Specifically, the research focuses on how teens use it to share information, raise their grievances, and how it helps them in their academic process. About negative impacts, it will be imperative to center the research on how technology causes violence, social barrier, health issues, and addiction as well as dependence. According to Clinton, a journalist at the CNN investigates the explosive growth of the social media and Internet. Clinton relays on his knowledge and numerous statistics to develop his argument about the use and impact of technology on teenagers and children. Clinton also acknowledges the massive growth of technological gadgets such as Smartphones. The author says that one of the immense impacts of technology on teens is the use of the Internet that offers numerous positive opportunities. Primarily, the Internet makes information...
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...The 3-D Generation Video Gaming Preference of the Youth of Today Written by: Grade 10 – Timothy Chapter 1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of the technological world. Through this research will be able to understand what causes a teenager to explore the world of gaming? How often do teenagers play video games? What type of video games do they play? What do they learn from playing Video games? And finally, How many games do they actually play? This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied. By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are: 1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player. 2. TPS (Third Person Shooter) - emphasize shooting and combat from a camera perspective in which the player...
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