Video Games and Children, is it bad

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Video Games and Children, is it bad?

How many of you have a younger or older sibling, or even a really good friend, who just loves gaming and always wants to play on their consol? Ok, now think about what their personality is like, now do you really think that they would be this way if they were not introduced to gaming? My name is Jordan and I will be talking to you about video games and children, is it bad?

Video games were first brought into the world in the 1970s. By the end of that decade they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children. Early research on these effects was uncertain, however, looking back into video game sales that began in the late 1980s after the release of the Nintendo game system has brought back interest in the effects of video games.

Some research suggests that playing video games may affect some children's physical performance. Some of these effects can start from causing epileptic seizures to causing the heart rate and also the blood pressure to change.

Serious adverse physical effects, however, are short or limited to a small number of players. Research has also identified benefits associated with creative and good uses of video games, as in physical rehabilitation.

People that promote video games suggest that they may be a friendly way of introducing children to computers, and may increase children's hand-eye coordination and attention to detail, like the mega pixels in a television screen. Video games Use by Children show that recent studies have indicated that the time children spend playing video games has changed. In 1967, the average 11-12 year old watched 2.8 hours of television per day. From 1983 Research indicated that 11-12 year olds watched 4.7 hours of television per day, and spent some additional time playing video games.

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“The teenagers playing the games were asked to identify their favorite among five categories of video games. The two most preferred categories of games were games that involved fantasy or violence, preferred by almost 32% of subjects; and sports games, some of which contained violent sub-themes, which were preferred by more than 29%. Nearly 20% of the students said they had a preference for games with a general entertainment theme, while another 17% favored games that involved human violence. Fewer than 2% of the adolescents preferred games with educational content. The study found that approximately 36% of male students ...

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