Human-Computer Interaction, Negative Impact of Video Games on Children – Literature review Example

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The paper “ Human-Computer Interaction, Negative Impact of Video Games on Children”   is a brilliant version of a   literature review on information technology. Over the past 30 years, games have become a common phenomenon among the vocabularies of many young people. A large consumer group was drawn from all parts of the world and the rising number of games that provide young people with a wide variety to choose from are some of the factors that have necessitated and fuelled the rapid growth in different types of games in the contemporary world.

One such type of game is a video game. Video games are one type of software or application available to the general public and particularly among the young generation. Based on its attractiveness, ease-of-use, addictiveness, aesthetical appearance and engagement, video games have very high demand across the population. A research study conducted by Carnagey, Anderson & Bushman, B. (2007) revealed that Nintendo, one of the companies in the video game industry sold an average of three games every second for 12 years resulting in a total one billion games sold in the period between 1983 to 1995.

Amazingly, this trend has continued to escalate with more than 2 billion video games being sold every two years. This means that video games have become part and parcel of human life with most people spending their time in video games and foregoing other useful activities in their lives. Video games have also resulted in the development of aggressive behaviors in little children especially when the young people watch violent video games for long hours. Although, video games have had some positive aspects in the life of children it has impacted the lives of many children negatively. Video games have been associated with poor and deteriorating school performance which is attributed to the fact that children spend most of their time playing video games rather than spending quality time reading storybooks or completing school assignments.

This is particularly true because children are easily drawn to any slight entertaining games. A research study conducted by Fisher (1994) revealed that video game addiction was not a joke and it was a form of non-substance abuse. The author compared video games to the gambling game which is another type of non-substance abuse.

By applying pathological measures in his research study Fisher (1994) established that some children had become “ pathological players” . This means that such children do not only play more but they also commit almost every part of their lives in video games thus forgetting other responsibilities such as reading and doing the assignments given by their teachers in school. Such children end up performing poorly in their assignments and exams. In this perspective, video games have contributed immensely to the deteriorating performance of the children in school. Video games have also resulted in the development of aggressive behavior in children.

This includes both aggressive thoughts and aggressive behaviors such as fighting, biting, hitting other children (to mention a few). According to Lynch et al. , (2004) the violent nature of video games increases the aggressive attitudes of teenagers and young children especially the boys. This is particularly the case with the children who spend more time watching video games with war themes. It is imperative to note that children learn more from what they observe than what they are taught.

In this regard, when children observe people fighting and killing each other in different styles they practically desire to emulate or copy the example of their stars in the video games. When provoked by their classmates they employ what they observed in the video games to defend themselves resulting in numerous injuries and to some extent deaths. The aggressive behavior is extended to the home and the school environment where children become rude to their parents and teachers and fail to execute their responsibilities just because they also observed a certain child in the video game refusing to obey his/her parents.

Aggressive behavior is also extended to the manner in which the child performs his/her obligation at home. This is evident when children begin to break utensils at home and running up and down when asked to perform a certain duty because they strive to emulate a certain tactic or technique observed in the video game. Hence, video games have also been the major cause of aggressive behaviors and aggressive thoughts in children.  

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