A paper examining the negative and/or positive effects of electronic games on children and young adults.
Written in 2005; 5,330 words; 30 sources; MLA; $ 131.95
Paper Summary:
This paper presents a review of some of the literature that both supports and negates the use of computer games for children and youth. Because the studies to date have been very broad -a wide range of games, ages and backgrounds - the literature reviewed here is also varied. The report then proceeds in providing the methodology of a possible study to look at the longer term impact of video games. Middle-school boys play a video game that has been deemed violent (through the rating and number of defined violent incidents) and are tested for aggressive factors immediately after the game and then again at a later time. A control group is also be tested.
Video Games and Violence
Other Negative Impacts
Other Positive Impacts
Study Methodology
Conclusion
From the Paper:
"When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults-the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement."
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