College Essay about Video Game Addiction with Each Advance of Technology as the ... Student Book Report Sample

Essay - Video Game Addiction with Each Advance of Technology as the...


Book Reports Copyright Infringement

Video Game Addiction

***** each advance of technology as the creation of ***** telephone, radio, and television, psychologists have conducted research to determine the positive and negative impact on adolescents. Recently, ***** game playing on the TV and Internet have become one of ***** major entertainment vehicles for youths. Online gaming, similar ***** activities in previous generations, has raised concerns regarding the effects on behavior. These games appeal to adolescents for many reasons.

A large number of ***** studies ***** dealt with video game playing teens (boys) ***** violence. Another growing area of concern is addiction. It is not so much the video/Internet game, itself, but ***** time spent playing the ***** that ra*****es an issue. My study would be about the video game/Internet game addiction and time spent ***** the game. That is, how much ***** per day/week would ***** considered addictive? (Th***** is ***** to alcohol abuse and the number of drinks per day that are consumed). *****e title would be: ADOLESCENT VIDEO/INTERNET GAME PLAYING: AMOUNT OF TIME PER DAY CONSIDERED ADDICTIVE

I believe this is an *****a that should be studied, since I did not see any studies that actually addressed th***** issue. In addition, there are ***** m***** studies ***** I saw that researched video/Internet game playing ***** in general (***** *****me of the ones I ***** and include below ***** not peer reviewed). The concern is that ***** are spending a great deal of time playing these games, which is taking them away from other social *****. In middle school and high school, there were many students I knew who spent considerable ***** playing ***** games. In fact, that is all they did every ***** when they went home from *****. Plus, they spent more time on the weekend *****line or ***** the video games.

LITERATURE REVIEW

Hauge and Gentile (2003) from ***** Minnesota School on Professional Psychology studied 607 8th and 9th graders f***** hand-held devices, video game consoles, and the computer to analyze addiction levels ***** degree of aggressive behavior. A scale of addiction was identified and separated into two groups (Non-Addicted ***** Addicted). The results showed that the addicted group revealed ***** reports of involvement in physical fights in the last year, more arguments with friends and teachers, higher hostile attribution scores, and lower grades. The authors report that video ***** "addiction" is a problem among adolescents, particularly ***** males, and that ***** is associated with adjustment problems, such as school performance and aggressive attitudes and behaviors.

Moore (2005) expresses his ***** about his own children ***** addictive behavior. He states: "Lest you think I'm jesting about the addictiveness ***** *****se *****: The family down the street had a ten-year-old who ***** so deeply entranced by ***** Harry Potter game that he would sit unblinking in front of the TV set for three to four hours at a time, until he wet ***** p*****nts rather than interrupt the ***** for a bathroom break." ***** continues that unless he gives his ***** even

. . . . [END OF RESEARCH PAPER PREVIEW]

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