It has become a concern to the families around the world fraternity on how nearly all
teenagers have taken to the attribute of gaming. This bone of contention has continued to raise
considerable debates among members of the public who engage one another with both sides
presenting an array of reasons to emerge the most proficient. The individuals pledging their support
for gaming insists that this criterion presents significant benefits directed at the prosperity of the
teenage guild through means such improvement of problem-solving capabilities (p 115). On the
other hand, the opposing side tables their claims that the involvement in this tendency paves the
way for the actualization of health problems, poor academic performances, and aggressiveness
among the involved teenage groups. So with all that, does the aspect of gaming portray any bad or
good to the existing teenagers within the society?
With gaming making headlines in many social-oriented discussions, this criterion is worth
giving a second thought. Therefore, pursuing the direction aligned with determining the possible
influences which the facet has on teenagers is accurate given that I had been a culprit of the same
during my teenage years and I have had to deal with relevant issues on both the positive.
It is a reality that gaming has gained immeasurable access to nearly ninety percent of
American households which thus denotes that considerably more significant proportion of the
same could become exposed to its inclinations. It is a reality that all over the country, nearly ninetyseven percent of the children become subjected to gaming for at least one hour in a day (p 111).
Finally, gaming devices are accessible to teenagers in different forms such as plays stations,
computers, smartphones, among other related equipment.
There is a dire need to ascertain whether gaming in its regard does pose a considerable
amount of harm or good to the teenagers. And if the attribute has more negating influences on the
existing average functionality of the engaged teens, then there is the need to come to terms with
the potential mitigation-oriented measures which otherwise could become subject to exploitation
to minimize such stances.
Prot, Sara, et al. "The positive and negative effects of video game play." Media & the well-being
of children & adolescents(2014): 109-128.
Purchase answer to see full