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God Help The World's avatar

Smoking does not kill EVERYONE, but it does kill 30% of the people who smoke....AND it is still bad for your overall health and well-being... and second-hand smoke is also bad for people subjected to other people's smoking.

It's the same idea with violent video games and shows. There are definitely people, youth especially, who are VERY negatively affected by violent video games. It even changes their brain makeup!

Research: _______________________________________________________

"Researchers in China, for example, performed magnetic resonance imaging (MRI) studies on the brains of 18 college students who spent an average of 10 hours a day online, primarily playing games like World of Warcraft. Compared with a control group who spent less than two hours a day online, gamers had less gray matter (the thinking part of the brain).

As far back as the early 1990s, scientists warned that because video games only stimulate brain regions that control vision and movement, other parts of the mind responsible for behavior, emotion, and learning could become underdeveloped.

experts agree gaming has addictive qualities. The human brain is wired to crave instant gratification, fast pace, and unpredictability. All three are satisfied in video games.

Violent video games are of concern to many experts. In a study of 45 adolescents, playing violent video games for only 30 minutes immediately lowered activity in the prefrontal regions of the brain compared to those who participated in a non-violent game. Previous research showed that just 10–20 minutes of violent gaming increased activity in the brain regions associated with arousal, anxiety, and emotional reaction, while simultaneously reducing activity in the frontal lobes associated with emotion regulation and executive control.

The dopamine release that comes from gaming is so powerful, say researchers, it can almost shut the prefrontal regions down. "

(brainandlife)

Being a masters in education myself, I can assure you that the following, and its implications of what we teach our youth is quite true: "Practicing anything repetitively physically changes the brain. With time and effort, you get better at the specific task you're practicing, whether it's shooting at the enemy in a video game or hitting a baseball. Those repetitive actions and thoughts stimulate connections between brain cells, creating neural pathways between different parts of your brain. The more you practice a certain activity, the stronger that neural pathway becomes. That's the structural basis of learning.

The very nature of action-entertainment games not only attracts young people with focus, attention, and anger issues (particularly in the case of violent games); it also tends to reinforce these negative behaviors.

The stakes may be higher for a child with anger and behavior issues who finds solace in violent video games. While experts disagree about what (if any) impact violent games have on actual violent behavior, some research shows a link between playing violent games and aggressive thoughts and behavior.

For a kid who already has an aggressive personality, that could be a problem, say experts, since video games reward those aggressive tendencies. In fact, two separate studies found that playing a violent video game for just 10–20 minutes increased aggressive thoughts compared to those who played nonviolent games."

brainandlife

NIH: National Library of Medicine:

"Violence in VGs is a matter of intense debate, both in public opinion and in the scientific context [101,102]. A vast majority of common opinions, parents and educators consider the violence of VGs as the most negatively impacting feature to emotional and relational development of youth and children. Actually, studies agree on the negative impact of violent video games on aggressive behavior. Several meta-analyses have examined violent VGs [6,7,8,103] and, although they vary greatly in terms of how many studies they include, they seem to agree with each other. The most comprehensive [8] showed that violent VGs, gradually and unconsciously, as a result of repeated exposure to justified and fun violence, would increase aggressive thoughts, affect and behavior, physiological persistent alertnes, and would desensitize players to violence and to the pain and suffering of others, supporting a perceptual and cognitive bias to attribute hostile intentions to others.

Similarly, experimental, correlational and longitudinal studies supported the causal relationship between violent VGs and aggression, in the short- and long-term, both in a laboratory and in a real-life context. A greater amount of violent VGs, or even a brief exposure, were significantly associated with more positive attitudes toward violence [104], higher trait hostility [105] and with increased aggressive behaviors [106], physical fights [107] and aggressive thoughts [108] and affect [109]. In a two-year longitudinal study, children and adolescents who played a lot of violent VGs showed over time more aggressive behaviors, including fights and delinquency [110]. Saleem, Anderson and Gentile [82] examined the effects of short-term exposure to prosocial, neutral and violent VGs in a sample of 191 children of 9–14 years old. Results indicated that while playing prosocial games increased helpful and decreased hurtful behaviour, the violent games had the opposite effect."

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