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Related to video game content (particularly violence), gaming addiction, and online harassment, there is ongoing concern that video games may have a negative impact on the development of children. Video games are commonly marketed towards younger audiences, and in a 2008 Pew Research Center study, 97% of teenagers from ages 12 to 17 played ...
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]
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Conversely, children who play more violent video games over a long period of time were associated with lower pre-existing empathy, and also lower scores on the empathy inducing vignettes, indicating long-term effects. It is possible that video games had not primed children for the particular aggression scenarios.
The Court's decision also determined that from the evidence, there was no "compelling" link between violent video games and its effects on children. [57] The decision cited one medical report that asserted that cartoons like Looney Tunes generate the same effects in children as in games like Sonic the Hedgehog or imagery of guns. [54]
Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Khan, [14] the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions.
The primary publication of the MediaWise movement is an annual report on the marketing, distribution, and impact of video games to minors. [4] This "Video Game Report Card" comprises results to national surveys, summaries of recently completed research projects, and a grade-based assessment of the Entertainment Software Association's efforts to regulate the sales of video games to minors.
The ratings are designed towards parents so they can make informed decisions about purchasing games for their children. Once a game is rated, the ESRB maintains a code of ethics for the advertising and promotion of video games—ensuring that marketing materials for games are targeted to appropriate audiences.