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Technological Modernization

 

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             Technology creates tremendous positive goods for today youth, however, given in moderation can be prejudicial in many ways. It has become so dependable for us that children are using it. We practically can't live without television; it has become so dependable for our society. Television has become one of the most commonly used technological innovations, but electronic video games are rapidly growing in popularity, especially in children and teens. "About 10% of children aged 2 to 18 play console and computer video games more than 1 hour per day. Among 8 to 13 year old boys, the average is more than 7.5 hours per week" (Anderson and Bushman). Video games have become the center of attention to the youth, practically it has become part of their daily life, but too much video game is not acceptable. There are numerous genres of games ranging from first-person-shooter (FPS), dance, fighting and sports games, but the most popular are the FPS and fighting games, in other words, the violent ones; Halo 4, Call of Duty, Mortal Combat and among several. In a study led by Buchman and Funk has proved "fourth-grade girls (59%) and boys (73%) report that the majority of their favorite games are violent ones". Only Imagine the physically, verbally and mentally effect that 8 hours per week of violence will manage to produce on children. The time participating in these violent activities will make a difference in a child life. Giving these points, violent video games cause behavior problems.
             Several "theoretical perspectives" offer explanations for why playing violent video games increase aggressive behavior. According to a study led Teena Willoughby and others from the Brock University, "adolescents who play violent video games may imitate the aggression that they observe in games; in addition, they may create aggressive behavioral scripts and expectations" (Teena et al.). To put it another way, violent video games players become more likely to react aggressively to unintentional provocations, such as when someone accidentally bumps into them.


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