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This is an accepted version of this page This is the latest accepted revision, reviewed on 9 January 2025. Video games Platforms Arcade video game Console game Game console Home console Handheld console Electronic game Audio game Electronic handheld Online game Browser game Social-network game Mobile game PC game Linux Mac Virtual reality game Genres Action Shooter Action-adventure Adventure ...
Too much video game playing may cause vision problems. [11] Extensive viewing of the screen can cause eye strain, as the cornea, pupil, and iris are not intended for mass viewing sessions of electronic devices. Using video games for too long may also cause headaches, dizziness, and chances of vomiting from focusing on a screen.
Despite in schools girls and boys are given equal opportunities, there are some factors that affect female students that lead them to disengage from education. Reasons for the disengagement from education by girls are poverty, early marriage, teenage pregnancy, harmful traditional practices like initiation rites , and gender-based violence .
As a generation born in the wake of teenagers coding HTML to personalize their MySpace profiles, . Gen Z simply takes its own initiative when it comes to entering the STEM field. Students of color ...
Video games have a high possibility of becoming addictive, which has additionally been linked to several cognitive and developmental drawbacks. It has been proved that students who are addicted to video games often show decreased attention spans and diminished impulse control, which can result in many negative effects in their lives. [21]
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.
Video game distributors are similarly bound by voluntary compliance to check the age of the purchaser against the rating of the game to prevent the sale of mature titles to younger players. Most stores prevent the sale of unrated games, so virtually every video game sold at retail in the United States is rated by the ESRB. [14]
Research has focused on two elements of the effects of video games on players: the player's health measures and educational achievements as a function of game play amounts; the players' behavior or perceptions as a function of the game's violence levels; [94] the context of the game play in terms of group dynamics; the game's structure which ...