English, asked by punjabigishu4118, 8 months ago

plz answer the essay in difficult words...impact of video games on teenagers​

Answers

Answered by starboyarsh05
2

Explanation:

Teens and video games go hand-in-hand today. In fact, 97% of teens and kids in the US play video games at least for one hour every day (1).

So, in what way do video games affect teenagers? The effects are both good and bad. Read on as MomJunction tells you about the positive and negative effects of video games. Let’s begin with something positive.

Previous studies show that violent video games increase adolescent aggressiveness, but new Dartmouth research finds for the first time that teenagers who play mature-rated, risk-glorifying video games are more likely subsequently to engage in a wide range of behaviors beyond aggression, including alcohol use, smoking The role that video games play in the lives of teenagers has grown dramatically and without pause for the past generation or two. Between computers, smart phones, and dedicated game consoles, not only are individual adolescents spending more of their days playing video games, but the percentage of teens whose daily lives include video games is quickly approaching universality. In this chapter, we first review recent trends in video gaming and explore the various and myriad video games that teens tend to play as well as their motivations to play video games. Then, we review the literature regarding the influence of playing different types of commercial video games on mental health. And last, we explore recent innovations in game development whereby video games are specifically developed to improve mental health symptoms or psychosocial adjustment, including a review of the research supporting use of these “impactful video games.” It is hoped that the information presented in this chapter will provide practitioners with greater understanding of the diversity and breadth of experiences that fall under the umbrella term “video gaming” in order to help foster more open and productive conversations with teens about their video gaming behavior. We also hope the research evidence presented in this chapter will encourage practitioners to integrate the use of video games into their treatment of teen patients, both as a means of fostering the therapeutic alliance and as an innovative accompaniment to traditional therapeutic methods to enhance teens’ mental and behavioral health.

Keywords

Video games Mental health Behavioral health Adolescents Games for good

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