| The influence of technology in the field of gaming | | | | their brains. The scans showed a negative effect |
| continues to grow at a rapid pace. As computer | | | | on the brains of the kids that played ultra-violent |
| and video games have increased exponentially in | | | | for 30 minutes. That same effect was not |
| popularity over time, they have caused significant | | | | present in the kids who played non-violent. |
| impact upon popular culture. This form of | | | | Children all over the world seek love and peace |
| entertainment has spawned many fads. Video | | | | from video games, in order to escape abusive |
| game culture has evolved in time, particularly in | | | | parents, siblings, and classmates. The psychological |
| connection with internet culture. Today, one can | | | | effects of computer games. Some video games |
| see the impact of computer and video games in | | | | lead to aggressive behavior others lead to |
| politics, television, popular music, and Hollywood. A | | | | aggressive thoughts. Much of the debate about |
| lot of research is conducted to study its effect | | | | gaming deals with the relationship between |
| on lifestyle and behavior of the wow | | | | aggressive behavior and the negative content |
| powerleveling gamer especially kids. Online game is | | | | found in the games. Some studies have purported |
| the most sought leisure activity followed by kids | | | | that there is a correlation between depression and |
| now days. Computers play a major role in shaping | | | | playing computer games. Some psychologists and |
| the future of kids. Days are gone when children | | | | parents' groups have criticized video games |
| loved to indulge in outdoor activities, rather than | | | | because they believe they cause children to sit |
| running or playing outside children spend most of | | | | alone infront of computer for many hours in a |
| their time playing online games. Online games | | | | row, interacting with a machine (although chatting |
| surely have an impact on minds of kids’ | | | | can be considered a more socially open |
| .Taking into consideration it positively is a great | | | | environment) rather than running and playing |
| mind exercise and helps kids explore many new | | | | outside as they exercise and improve their social |
| things. It includes improvement in recursive and | | | | skills by playing with other children. They claim |
| proactive thinking, increased sociability, and | | | | that video games can be even more addictive to |
| improved interpretive skills. Research shows that | | | | children than TV and therefore more likely to |
| the children who played online games were more | | | | isolate them socially in this way. People often think |
| active and had sharper minds than their other | | | | that increased game usage necessarily means |
| counterparts. Some video games have been | | | | increased depression, alienation, and lost of sense |
| specifically designed to teach people about a | | | | of community. |
| certain subject, expand concepts, reinforce | | | | Everyone who plays video games has a different |
| development, understand an historical event or | | | | reason for playing and the usage of the game |
| culture, or assist them in learning a skill as they | | | | leads to different effects for each individual |
| play. Computer and videogames also receive | | | | person. Childhood upbringings, peer influences, |
| much more negative critics because games are | | | | pressures at school, and family issues are all |
| often coined with issue such as mindless | | | | factors that have a strong connection with the |
| entertainment, enhanced social recluse, sexism | | | | effects of gaming on individuals. So if a |
| and consumerism. Research shows that kids who | | | | person’s reality doesn’t counter that |
| play violent video games showed an increase in | | | | which is on the computer and television screen, |
| emotional arousal – and a corresponding | | | | than a child may aim to make the game he plays |
| decrease of activity in brain areas involving | | | | a reality. From this idea we see school shootings, |
| self-control, inhibition and attention. There was a | | | | increased drug usage, and depression. Sure video |
| research conducted on a group of children where | | | | games maybe therapeutic for some people, but |
| two action games were included the first game | | | | the small amount of people who are negatively |
| was the high-octane but non-violent racing other | | | | affected by gaming impact many. So just like one |
| was the ultra-violent. The team divided children | | | | alcoholic can cause a car accident that can kill |
| into two groups, and randomly assigned the kids | | | | twenty people, increased promotion of violence |
| to play one of the two games. Immediately after | | | | coupled with real life graphics can do the same |
| the play sessions, the children were given MRIs of | | | | thing. |