Negative Effects of Computer Games Essay Text

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Research from ucla's higher education research institute provide useful informations about the usage of video games on college campuses. In the 2009 freshman survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Games that played with a team can helps to reinforce concept of the effectiveness of teamwork. Who wrote this essay request removal example essays teenagers that do not have their video games playing time limit by their parents might find themselves playing until late at the night. A decrease in alertness and focus at school can result in lower academic performance. If teenagers spent all of their free time playing video games, skipping meals or lose sleep because of their game play, it can negatively impact their health.

The mayo clinic notes that teenagers who spent more than 2 hours a day in front of a television or computers might suffer from their childhood obesity. In addition, the university of texas at dallas also notes that the addiction can leads to medical issues. Such as backaches, headaches, eyestrain and carpal tunnel syndrome pain and numbness that they might feel in their wrists, hands, shoulders and elbows. He was said to be previously glued to a computer, deprived of proper nutrition and sleep. Also earlier in the same year, a mother in louisiana sued nintendo who caused her son suffered from seizures and consequently death. Long hours in playing video games can negatively affect teenager's performance in their school or at work if they are preoccupied with their video games or failing to work at their optimum level because they are exhausted from a late night of playing video games. The mayo clinic notes that teenagers who devotes more than two hours a day to television or video games might have the troubles of falling asleep, have problems paying attention than teenagers who don't spent as much time in front of the computer and video games.

Video games addiction can be harmful if teenagers are unable to participate in any outdoor activities rather than gaming. The on line gamers anonymous website notes that it may be a sign of an addiction if teenagers are constantly thinking about their next video game. Devising ways just to get back to the game, abandoning former hobbies that don't related to the video games or declining social events with personal interaction because they are spending too much time on discussing the video games through the internet.

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Because of the popularity of video games, it can completely eliminating them from teenager's life might be difficult. But there are also few ways that can decrease the negative impact that they have on the teenagers. Always set a limit on how often and how long teenagers is allowed to play video games.

Take the time to discuss with the teenagers about the games they are playing or other media they are watching. This is an opportunity to share your feelings and grow closer with the teenagers. Published: 23, march 2015 computer games are in the phase of swift development. Games are complex to design and spreading quickly to various platforms like online gaming, phones, computers.

In 1958 at brookhaven national laboratory, idea of combining computers with electronic graphical display to play games has been developed. Rice 2007 after few years computer games has become commercial product in market and first patent petition filed to get license was sanders associates in 1964. His main focus was to ignore mainframe computer which are costly instead those computers his intention was to provide home users a small and simple box that should display graphical gaming output on television. Later in 1972 magnavox secured rights to patent and released first home video gaming console i.e. Rice 2007 the founder of atari corporation, bushnell commissioned a coin arcade version of video ping pong called pong and later sold to home market. Winters, 2010 in 1970's computer games are used to play with giving connection to television.

In 1981, no single game dominated the field any more new games came out, rendering space invaders obsolete surrey 1982. In 1991, sales of console games attached to television have been increased by 200 percent and 700 percent increase in hand games. Games are divided into four categories they are core games, casual games, serious games and educational games. Who wrote this essay request removal example essays if we assume an incident occurred in leicester, a 14 year old boy was killed due to severe hammer and stabbing by one of his friend. Video game sparked' hammer murder 2004 according to cnn, the boy who killed his friend was addicted to a game called manhunt in which player gets good score for violent killings.

This is not a single incident to happen there is lot of similar incidents which occurred because of computer games. Video game sparked' hammer murder 2004 these lead several researchers to have a study on effects of computer games. Although educational computer games are very good tool for children's but most of the companies produce non violent games because they use violence as marketing ingredient. Ninety two percent of youngsters aged between 2 17 in usa play computer games but their parents don't know about the games their children's play and what are the factors their children's get effected of.

Walsh 2002 according to esa entertainment software association esa 2009 , total sales for computer and video games in usa for 2009 are 273.5 million. From 2005 to 2009, the industry's real annual growth rate was more than seven times the real annual growth rate for the entire economy esa 2009. Sony europe boss andrew house has today confirmed at gamescom that ps3 sales to date now sit at 16 million in europe games com 2010. Nintendo wii, microsoft game xbox 360, play station 3 is top game developers in world to produce console gamesthe three largest producers of and markets for computer and video games are us, canada, japan and the uk. Outlook 2009 2013 computer games limits the movement of player because keyboards, mouse etc restricts the player to move which may lead to various physiological problems such as obesity and spinal problems. Provenzo 1991 noticed nintendo games and explained that violence was a major theme of 40 out of 47 of the most familiar games.

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