The Problems of Online Games for Young Children

The home gaming business is now over 30 years old. Within that period of time, computer technology has increased at a steady rate. A high-speed elevator today has much more computing power than the Apollo spacecraft that ended up on the moon. The promise of desktop computers and video games as instructors was evidently recognized in the 1980s when there was a nationwide push for computers in classrooms. In the years that followed, researchers identified that educational software and video games can have many highly beneficial effects on children’s educational ability. During a similar period of time, video games also moved into children’s homes. (I’m defining video games here broadly, including arcade video game titles, personal computer game titles, as well as home console online games, eg, Nintendo Wii.)

Young children began playing video games for increasing amounts of time, and online games became much more graphically violent over time. Mothers and fathers, educators, doctors, and scientists alike began to wonder what the impact of these changes might be. Among the primary and secondary populations, girls play an average of five and a half hours per week and boys an average of thirteen per week. Trying to play games is not limited to teenage children. Recently, the New York Times noted that several companies are developing video game units for young children. Young children between the ages of 2 and 5 typically play twenty-eight minutes a day. The amount of time spent enjoying MMORPGs is growing, but not at the expense of watching TV, which has remained constant at around 24 hours a week.

As in previous reports on television, information on children’s gambling practices is related to risk factors for well-being and lower school performance. When chaotic video game content is assessed, additional threat factors for intense behavior and desensitization to violence are uncovered. MMORPGs tend to be natural instructors. Children find them very motivating: through their interactive nature. children tend to actively participate with them: they present repetitive practice, and consist of เว็บแทงบอล prizes for competent play. Facts like these help make it more likely that video games can have huge side effects, many of which are intended by the creative designers of online games, and some of which are not expected.

MMORPGs have been shown to train children in healthy self-care skills for bronchial asthma and diabetes problems, and have been successful in providing the attitudes, knowledge and behaviors for which they were created. In a research project with school students, actively playing a game of golf improved the students’ actual handling of pressure when hitting the ball, despite the fact that the video game did not present bodily suggestions about actual movement or force. There are scientific studies with adults that show that experience with video games is related to better surgical skills. The study also indicates that people can learn iconic, spatial awareness, and visual attention skills from online games.