Gentile & Walsh (2003), Wherein 55% of parents said that always or often should put limits on the amount of the time their children play computer and video games, and 40% said they always or often check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children's video game play.
Lepper M.R. & Gurtner, J (2002), states that prolonged and excessive use of computer games can cause, mainly upon children, a number of physical and psychological problems which may include obssesive, addictive behavior, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psycho motor disorders, health problems (due to lack of exercise and tendonitis), development of anti-social behavior and loss of free will.
Today's "pop-culture" trends are primarily marketed to children and adolescence through the digital media. It is estimated that the average teenager uses some form of digital media between 15 to 20 hours per day through "multi-tasking", or using several different types simultaneously. The current "igeneration", the name given to the group of children entering today's elementary school gymnsiums, is more " tech savvy" than any time in the history. For example, since their birth the ipod, iphone, ipad, Wii, xbox, playstation, flash drive, travel drive, satellite radio, streaming radio, streaming video, and YouTube have all been developed. This high degree of technology saturation is creating a generation of learners who exhibit a distinctly different set of learning characteristics than their predecessors, which will spark the next paradigm shift in educational practice. These differences will require health and physical educators to investigate new and...
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