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The playing of violent video games may not be an independent variable in determining violent acts (for example, violent behaviour after playing violent video games may be age dependant, or players of violent video games may watch other violent media). Studies may not have been long or large enough to provide clear conclusions. [123]
Video game play is frequently associated with obesity. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index). Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30]
Since as early as the 1970s, video games have been criticized for having violent content that psychologically influence players. In 1982, the Surgeon General C. Everett Koop asserted that video games may be affecting the health and well-being of young people and were potentially addictive. [1]
Experts say kids playing video games isn't all bad. Gaming can help distract from anxious thoughts and give kids social connection they may be lacking, making it good for kids' mental health.
Does it matter which avatar we play in violent video games? A new study suggests that when it comes to racial stereotypes in games like Saints Row 2, it really does. But that doesn't mean we ...
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A survey conducted in 2019 of 214 scholars shown that 60.8% agreed that pathological video game use could be a mental health problems, whereas 30.4% were skeptical. [108] However, only 49.7% agreed with the DSM-5 definition of Internet gaming disorder, and 56.5% to the definition of the World Health Organization. [108]
Over time, "teen gamers" can become unaware of their surroundings and lack social interaction in real life. According to the article by Hygen Beate in 2019 mention the video game violence can impact an individual's essential social skills such as their emotions, behavior towards others, listening and understanding ability, responding or communicating, knowing verbal and non-verbal cues ...