Impact of computer games on society
The gamer community had a near-miss this week in Ohio, when a
15-year-old boy collapsed after playing "Call of Duty: Modern Warfare
3" for up to five days straight.
The Columbus teen was rushed to the hospital with severe
dehydration, where he recovered, according to a report from TV station WCMH on
Aug. 7.
Players who delve too deeply into their electronic worlds can
face various health risks, ranging from deep vein thrombosis, or blood clots,
to severe dehydration.
For instance, in July, a Taiwanese teenager was found dead after
sitting for 40 hours in an Internet cafe playing "Diablo 3". At the
time, doctors speculated he died from a heart attack caused by a blood clot
that formed during the long session.
Last summer, a 20-year-old man from the U.K. died from a blood
clot after spending 12-hour sessions on his Xbox. His father told "The
Sun" newspaper, "He lived for his Xbox. I never dreamed he was in any
danger."
While these are extreme cases, they are a reminder that sitting
at a computer or console for days, whether it's for "World of
Warcraft" or for work, isn't healthy for anyone. But psychologists who
study video games and kids say parents needn't worry about the amount of time
spent gaming, unless screen time starts to affect school, health or social
life. (And, of course, a stint of tens of hours gaming is likely to negatively
affect schoolwork and lead to social woes.) That said, researchers remain
concerned about the effects of violent content in video games, which have been
linked by many studies to aggressive behaviour.
Of course, repeated exposure to violence in any environment has a deleterious effect, Gentile noted. "Seeing violence anywhere increases the risks that a child might become involved in aggression, whether as a perpetrator or a victim," he said. But video games are phenomenal teachers. Players get immediate feedback and rewards for punishing competitors. And not only do games reward hostility, they train your brain to respond to real-life problems with aggression, research indicates.
In fact, games can prime teens to react to slights with name-calling or pushing, instead of choosing to avoid confrontation. "So when I get bumped in the hallway, I don't assume it's an accident anymore," explained Gentile. "What comes to mind first is to retaliate in some way. Those aren't the only options you have, but we never think of them because what we see over and over in the media is 'You killed my monster, now you must die.
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