Games lead
Part of the reason is presumably that news outlets regularly connect the two, sometimes after tragic events such as mass shootings. But is there any actual scientific merit to these claims?
Agne Suziedelyte from the City University of London performed an extensive study to find out. Oftentimes, a link between real-world violence and video games is made after it becomes apparent that a particular culprit who committed a violent act had a liking for violent video games. In fact, many governments around the world have actually banned certain games based on these types of reasons.
The first caveat is that correlation does not immediately mean causation. In other words, the fact that a particular perpetrator enjoyed video games in their free time doesn't mean that the video games were the cause of a violent act. Video gaming isn't a niche activity anymore; it has become one of the largest, if not the largest, entertainment enterprise.
According to the ESA, over million people play video games in the United States alone, and Statista shows that that number is almost 3 billion worldwide. Therefore, it would be highly improbable that none of the violent offenders would play video games. The second caveat is that factors such as ease of access to firearms and the presence of mental health should not be brushed aside.
In light of this wide variety of possible causes, the US government called for more research into the link between games. In her research, Dr. The dataset is quite extensive and comprises data from almost Among other things, it contains measures of children's delinquency and behavioral problems. On top of that, it includes data about children's home environment and parental characteristics. She looked at boys between the age of 8 and 18 years old as this is the group that plays violent games the most.
The main focus of Suziedelyte's analysis was on M-rated video games. In order to determine ratings and release dates, she scraped the MobyGames database and cross-referenced it with the ESRB database for accuracy. Overuse injuries of the hands and arms are rampant among gamers. One common example is carpel tunnel syndrome, which many gamers develop. Carpal tunnel syndrome, often seen in office workers, involves inflammation of a nerve in the wrist, which causes pain and numbness.
Gamers are also at risk for trigger finger, or stenosing tenosynovitis, which is when a finger gets stuck in the bent position due to chronic inflammation. Gamers can also get tennis elbow, a painful inflammation of the place where the tendon inserts into the bone on the outside of the elbow.
Gaming is also associated with obesity in teens and, plausibly, the same would be shown in adults, if studied. The obesity is also thought to be due to increased food intake while playing video games. Vision problems are common complaints of gamers.
The most common vision problem is eye strain, which can lead to headaches and poor concentration. Gaming has been reported to result in seizures , leading to warnings on the packaging. Gaming has also been associated with psychological problems. It is still an open question whether video game addiction, or internet gaming disorder IGD , is a unique syndrome.
According to the American Psychological Association, IGD is defined as experiencing at least five of the following nine criteria over a month period:. According to one study from the American Journal of Psychiatry , between 0.
There are even support groups, such as Computer Gaming Addicts Anonymous , which leverage the power of group support — also helpful in the treatment of other addictions — to the realm of gaming addiction. Gaming has also been associated with sleep deprivation, insomnia and circadian rhythm disorders, depression, aggression, and anxiety, though more studies are needed to establish the validity and the strength of these connections. There has also been concern that exposure to the extreme violence that is commonly found in video games can desensitize teens and young adults to such violence, causing emotional problems and even leading to young people committing acts of violence.
As with many other activities that have potential benefits and harms, moderation is the key. Most of the harms that come from gaming can be improved, if not avoided altogether, by limiting the number of hours spent in front of the screen, and by engaging in healthy activities like exercising, or socializing in the real world instead of the virtual game world.
Education is an essential key to injury prevention. Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant.
For the eyes, gamers can try the rule: every 20 minutes, try to look at something 20 feet away for 20 seconds. In short, playing video games can be fun and a social activity when integrated into a healthy lifestyle that includes plenty of sleep, exercise, and good nutrition, rather than letting the game become your life.
The shooter who killed 22 individuals and harmed 24 others at a Walmart in El Paso, Texas, on August 3 made a passing reference to video-game warriors, showing that he knew about video brutality, and numerous lawmakers rushed to fault computer games for this and other mass shootings.
You can use pc gaming mouse for small hands when you are playing in young age on computers. If you line online e game the try play ok. However unmistakably the El Paso shooter was roused by ethnic disdain.
The fundamental excuse to be stressing out with regards to video games is a large number of studies professing to discover a connection between savagery in computer games and certifiable animosity, yet balancing studies have tracked down no convincing connection. The fundamental motivation to be wary of a causal connection is that computer games have spread broadly throughout the planet without driving different nations to the degrees of brutality in this country.
Then, at that point, there is the subject of how can be dealt with clean video savagery without abusing First Amendment certifications of the right to speak freely of discourse, which the Supreme Court has applied to show-stoppers, movies, and computer games that many may discover repulsive. A Supreme Court choice in struck down a California law that tried to boycott the deal or rental of brutal computer games to minors because its dubious and badly characterized language disregarded the First Amendment privileges of the amusement shippers.
I have no close-to-home involvement in fierce computer games yet the measure of brutality portrayed in some current computer games is shocking. The butchery was graphically portrayed by Justice Samuel Alito in an agreeing assessment to the Supreme Court choice.
In clear loathing, he composed that casualties are killed with each possible carry out, including automatic rifles, clubs, mallets, and trimming tools, among others. Casualties are eviscerated, beheaded, gutted, set ablaze, and hacked into little pieces.
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