The Role of Computer Games & Violence
Video games, television shows, movies, computers, phones, and other forms of technology have tangled up most of our lives in ways both beneficial and detrimental. People sit in front of computers and tvs, staring at the screens all day with beady eyes, oblivious to their surroundings, living in a fantasy world. As our technological programs become more upgraded so do our behinds. The sedentary behavior has caused obesity to rise rapidly and this is one of many reasons that override the entertainment and learning value of some beneficial programs. “The U.S. Centers for Disease Control and Prevention reports that approximately 10 percent of preschool age children and 15 percent of 6- to 19-year olds can be considered overweight. Twice as many are on the brink of this statistic, making childhood obesity a societal epidemic. In addition to eating more processed, high calorie foods, active play has been supplanted by technology…..” “ACSM also recommends that children spend no more than 2 hours in technology-related endeavors”. (http://www.livestrong.com/article/46320-obesity-children-technology/#ixzz2Cs9DRaCC.) The gaming industry has tried to counteract some of these effects with some new virtual games such as wii fit, px90, and other games that promote active involvement. These video games use wireless and non-wireless connections for interactive gaming with a variety of programs with different fitness levels for different ages. Such video games are beneficial for muscle strength, cardio health, disease prevention and weight loss. http://www.livestrong.com/article/344104-what-are-health-benefits-from-wii-wii-fit/ On the other hand, there are video games that not only promote sedentary behavior but encourage acts of violence and aggression. We’re in a society fascinated with violence. Kids now grow up understanding that these topics called violence range from shoving a...
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