The unprecedented technological advancement that has been achieved in modern times has had had diverse impacts on different categories of people. The field of electronic entertainment has continued to attract the attention of researchers.
Technological gadgets such as TVs, videos, and computers are available to a wide range of population. Social researchers and psychologists agree that video and TV games have considerable influences on those who watch or play them. In recent times, researchers have been particularly interested in investigating the psychosocial and emotional effects of electronic entertainment on children. More than ever before, children throughout the world are exposed to a wide array of electronic entertainment including popular TV shows, computer and video games, and internet sites, for instance, addictinggames.com (Vorderer & Bryant, 2006).
In particular, video games have gained wide popularity among children of varying ages. Popular video games such as PlayStation, Xbox360, Game boy, and PSP among others have significantly transformed the field of child entertainment. However, the appropriateness of such games has continued to elicit mixed responses from diverse quotas. On the one hand, video games have been depicted as having the potential of lowering aggression tendencies among children, besides deflecting daily frustrations and distresses (Gunter, 1998). However, the available body of evidence suggests that an increasing number of children have developed interest in video games. Additionally, young people appear to be spending more and more hours in playing or watching such games. This scenario continues to be a major cause of worry to parents, considering the very involving nature of these games. Although video games have played a major role in sharpening the mental abilities of children, overdependence on such games has the potential of encouraging social isolation.
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The past two decades have witnessed a remarkable revolution in as far digital technology use is concerned. As the available body of research suggests, technological transformations have the potential of changing the user's behavior, thoughts, and feelings. Worthwhile to mention is that children's access and use of such technologies has dramatically increased (Anderson, Gentile, & Buckley, 2007). In all parts of the world and particularly in the developed countries where unprecedented technological achievements have been realized, parents and social science professionals have continued to express worry that children are increasingly getting addicted to video games. Whereas children may not be addicted in the true sense of the word, a review of the literature examining video-gaming habits indicates significant changes in the frequency and propensity to play or watch such games (Vorderer & Bryant, 2006).
In order to realize the objective of the study, this research will explore the various aspects of video gaming. On a more specific note, information will be collected on the frequency of video gaming among children, the preference levels for such games vie a vie other entertainment initiatives, and their impact on the psychosocial wellbeing of young people. The information required for the study will largely be availed by reviewing the findings of major studies done previously on the subject. To foster reliability and validity of the research outcomes, the researcher will only rely on peer-reviewed journals and books available online. However, primary research will also be carried out with the aim of supplementing the results obtained via secondary methods, as well as checking the presence of similarities and inconsistencies. To realize this, a survey will be carried out among a randomly selected sample of young people. The information obtained will be analyzed using qualitative approaches so as to provide a deeper understanding of the subject matter. Where necessary, statistical data will also be used and analyzed so at to back the arguments in focus.
Anderson, C.A, Gentile, D.A, & Buckley, K. (2007). Violent video game effects on Children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national Study. Psychological Science, 20(5), 594-602.
Gunter, B. (1998). Effects of video games on children: The myth unmasked. Sheffield: Sheffield Academic Press.
Villani, S.M. (2001). Impact of media on children and adolescents: A 10-year review of the research. Journal of the American Academy of Child & Adolescent Psychiatry, 40(4), 392-401.
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Vorderer, P., & Bryant, J. (2006). Playing video games: motives, responses, and consequences (Lea's communication series) (1 ed.). Mahwah, NJ: Lawrence Erlbaum Associates.