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Video Game Violence

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Video Game Violence
Video games have become a large form of entertainment ever since the Magnavox Odyssey was released in August of 1972. Now, consoles such as the PlayStation and Xbox are upgrading throughout the years, and the companies create more video games for kids and adults alike. Three-fourths of American households play video games, and with a growing industry, more job opportunities such as games designers and programmers are increasing. While there are professionals who take advantage of games to help live a happy, fulfilling life, there are also studies that go over the negative impact it has on children.
On average, data shows that girls spend 5.5 hours playing video games per week while boys play 13 hours (Gentile p. 10). The repeated direction and awards earned by beating levels motivate kids to keep playing. Then there are other factors to recognize; high scores, exploration, online friendships, role-playing, and simply beating the game. The naturally addictive natures of said factors are enough to distract kids, who can easily ignore the effects to both their mental and physical health. Grades and mental stability are hindered by too much time spend gazing at a screen. Kids who stay inside to play video games are more likely to suffer from muscular diseases as well as diabetes and other health issues. Similar to earlier studies about television, the data about children's video game habits are correlated with risk factors for health and with poorer academic performance.
For example, video games can cause health problems from childhood obesity to seizures. Bright and colorful video games often include a label on the back warning players with a record of seizures and epilepsy to contact their doctor before attempting to play. Carpal tunnel syndrome is another possible risk from the large amount of time spent handling controls. Too much time spent in front of the screen also affects a child’s physical health and develops muscular problems as well as childhood

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