Impact of Electronic Media and Video Games on Children's Behavior
Added on -2019-09-22
This article examines the impact of electronic media and video games on children's behavior. It includes findings from various studies and research papers, as well as real-life examples. The article also discusses the correlation between internet gaming addiction and its impact on physical and mental health. The scholars have followed all the requirements of study and in a step by step manner, they have based their findings over the quantified numerical reflection and qualitative research methodology.
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Part 2: Reference summariesReference Summary WorksheetReference 1 – Cross-cultural referenceCitation in APAformat (1 pt)Yadav J S & Kaur S, (2016), “Addiction of Electronic Media in Children: A Major Problem”, Indian Psychological Foundation, Retrieved From: http://www.ipsf.in/ADDICTION%20OF%20ELECTRONIC%20MEDIA%20IN%20CHILDREN.phpKey findings (2 pts) In 2-3 paragraphs, summarize the main findings in your source.The researchers have collectively put the results of various articles and research papers in order to evaluate the impacts of electronic media over the thought process of children. A collection of more than thirty articles from reputed journals is examined to reach to a good result. The abstracts used to examine the demographical data result in the fact that children of young age are more oriented towards gaming than the adults. Such adults who have developed the tendency of the gaming in early childhood find it hard to give up the bad habits of the same. The findings of the study are given as ‘Electronic media uses are common in all age, genders, socio-economic status children but the orientations of early aged children are more towards video games, moves and they commonly missed their school or lunch due to excessive use, the elder children are more orientated towards social media; texting of messages, sexting, in these group female children are more victimized than male.’How do you know that this is a credible/scholarly source? (1 pt)The source is credible because of the fact that it uses the platforms of research articles and journals that have published quality research papers. Also, the study is published in one of the major research journals of India and credentials are properly given. The study is founded over the observation and it applies the methodology needed to conduct an ideal research study.Reference 2 – Policy referenceCitation in APAformat (1 pt)Thierer, D Adam, (2003), “Regulating Video Games: Must Government Mind Our Children?” Cato Institute, Retrieved from: https://www.cato.org/publications/techknowledge/regulating-video-games-must-government-mind-our-childrenKey findings (2 pts) In 2-3 paragraphs, summarize the main findings in your source.Adam, being the director of telecommunication studies at Cato institute, is able to find out the discrepancies in the legislations and censorship done by the government and state laws. In fact, as per the source finding, gaming seems to have an overrated viewpoint, it is more like a concern of the parents about preventing their kinds from getting addicted to a specific genre of gaming. Adam reviews the statistical data from the 1990s, and states that from the time of inventing violent games affecting juvenile minds, the crime ratio done in society actually reduced dramatically, if seen from a juvenile criminal activity point of view. He concludes that the intervening of government and legislations would possibly eliminate the thin line of difference between the entertainment and addiction and it is the responsibility of parents to ensure what their kids are going to view in this respect.How do you know that this is a credible/scholarly source? (1 pt)Adam’s approach is credible as he supports his argument by putting forward some evidence in the form of data. Also, there is cohesive analysis of the policy making procedure in the article which makes it clear to the reader that the conclusion drawn is worth trusting.
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