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Impacts of Electronic Media

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Added on  2019-09-23

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This paper is an attempt to identify the impacts of excessive usage of electronic media on children as well as adults. This paper also highlights the need to bring the seriousness of the issue in the attention of the public. Moreover, the research paper also reflects the scope of the usage of electronic media and measures the impact by using the previous research work. Recommendations addressing the limitations of the community authorities are also made at the end of the paper.

Impacts of Electronic Media

   Added on 2019-09-23

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Running head: Impacts of Electronic mediaImpacts of Electronic Media
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Impacts of Electronic media1Executive SummaryThis paper is an attempt to identify the impacts of excessive usage of electronic media on children as well as adults. This paper also highlights the need to bring the seriousness of the issuein the attention of the public. Moreover, the research paper also reflects the scope of the usage of electronic media and measures the impact by using the previous research work. Recommendations addressing the limitations of the community authorities are also made at the end of the paper.The main reason for choosing such a topic for research is the heavy amount negative impacts that occur to the people of different age groups. It is believed that children spending more time in playing violent games are more likely to go through significant changes in their behavior which may be aggressive in nature. Time spent by them in other activities such as sports, reading, and interactions with friends reduces significantly. Sometimes children get confused between the real life and the fantasy world. Academic performance of kids may get negatively affected by gaming addiction. Studies have also suggested that gaming addiction may even result in sufficiently damage one’s long-term concentration ability. It is very important that more debates should be held in public on such issues so that people can be made aware of the ill-effects of excessive gaming. With the advent of electronic media, the world has seen a lot of developments in the fields of information and technology, advertisements, communication, and entertainments. Despite offering a great deal of uses, electronic media is still a topic of debate because of its excessive misuse. Electronic media is mainly used being today for entertainment purpose of children and adults (Yadav & Kaur, 2016). It has been noticed in the research that children mainly use the electronic media for the purpose of playing video games while adults mainly use it for the purpose social networking on the internet. The introduction of electronic media was seen as a useful thing in the beginning, but in a very short time, various forms of addictions related to electronic media usage came into existence with children as well as adults. While evaluating the impacts of electronic media over children's thought process, it was observed from the data that gaming addiction is more likely occur in children of young age than on adults. The adults who became addicted to gaming at early stages of their lives find it difficult to give up gaming. It has been noticed that such use of electronic media is not limited to a certain group of children. Instead, it is found to be common in all genders and age groups regardless of children's distinct social and economic backgrounds (Dingle & Kothari, 2015). Children of smaller age groups are so much inclined towards video games and movies that they even miss their schools and meals because of their addiction towards these. Social media activities such as message texting and sexting are common in elder group of children which may victimize anyone. However, as per the analysis, it has been found females are more likely to be victimized than males. While examining the psychological aspects of arcade genre of gaming, it has been found that beginning of the addiction to arcade gambling would result in real life gambling which may negatively impact the brains of youth (Rickers et al., 2016). It was found that availability of
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