Video games are almost always present in every home that hosts a teenage child. Although video games are popular among people of all ages, teenage children are usually the most involved. An article was developed by three members of the psychopathology department of a university in the Netherlands. Addressing the use of video games it is stated that “today, in the United States, 91% of children between the ages of 2 and 17 play video games” (Granic, Lobel, Engels). Children can spend countless hours sitting in front of the television screen, participating in electronic activities. While there are many different genres of video games, perhaps among the most popular are those that contain a high level of violence and hostility. Along with violent content and comments, these video games create a hostile mentality. Video games have the ability to cause negative effects on the way young people think and act socially. In support of the belief that video games benefit people intellectually, it is argued that gaming provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels). In a partial answer, video games cannot offer cognitive benefits because they do not offer real-life lessons. Yes, gaming can allow someone to gain knowledge that will later be applied to video gaming, but there are no positive real-world techniques to be gained. Playing video games will not increase individuals' motivational abilities. It is defended that failure in video games is intended to serve as a motivational tool, providing multiple chances to achieve success (Granic, Lobel, and Engels). Although the feeling of success may be prevalent when a goal is completed, this fe...... middle of paper...... April 2014Gentile, Douglas A. “The Multiple Dimensions of Video Game Effects.” Child Development Perspectives 5.2 (2011): 75-81. Academic research completed. Network. April 24, 2014.Granic, Isabela, Adam Lobel and Rutger CME Engels. “The Benefits of Playing Video Games.” American Psychologist 69.1 (2014): 66-78. Academic research completed. Network. April 24, 2014. Ivory, Adrienne Holz and Christine E. Kaestle. “The effects of foul language in violent video games on players' hostile expectations, aggressive thoughts and feelings, and other responses.” Journal of Broadcasting and Electronic Media 57.2 (2013): 224-241. Academic research completed. Network. April 24, 2014"Parents can supervise violent games." USA Today nd: Academic research completed. Network. April 25, 2014. "Video violence desensitizes the brain." USA Today Magazine 134.2731 (2006): 13-14. Academic research completed. Network. April 25. 2014.
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