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Effects of Electronic Media and Video Games on Children's Mental and Physical Health

Added on -2019-09-21

The article examines the impact of electronic media and video games on children's mental and physical health. It cites credible sources and studies to support its findings. The main findings include the fact that children of young age are more oriented towards gaming than adults, and that addiction to computer games can lead to impaired social functioning and negative impacts on physical and mental health. The article also discusses the role of parents in preventing addiction and regulating their children's media consumption.
| 7 pages
| 1521 words

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Reference Summary WorksheetReference 1 – Cross-cultural referenceCitation in APA format (1 pt)Yadav J S & Kaur S, (2016), “Addiction of Electronic Media in Children: A Major Problem”, Indian Psychological Foundation, Retrieved From: findings (2 pts)In 2-3 paragraphs, summarize the main findingsin 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 God result. The abstracts used to examine the demographical data result in the fact that Children of young age are more oriented towards the 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 massages, sexting, in these group female children are more victimized than male.’HoThe source is credible because of the fact that it uses the platforms of research articles and
w do you know that this is a credible/scholarlysource? (1 pt)Journals that have published quality research papers. Also, the study is published in oneOf 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 idealResearch study.Reference 2 – Policy referenceCitation in APA format (1 pt)Thierer, D Adam, (2003), “Regulating Video Games: Must Government Mind Out Children?” Cato Institute, Retrieved from: findings (2 pts)In 2-3 paragraphs, summarize 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 ismore like a concern of the parents about preventing their kinds from getting addicted to aSpecific 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 juvenile criminal activity point of view.He concludes that 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.
the main findingsin your source.How do you know that this is a credible/scholarlysource? (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 policymaking procedure in the Article which makes it clear to the reader that the conclusion drawn is worth trusting. Reference 3Citation in APA format (1 pt)Dingle D Arden & Kothari Jay, (2015), “Psychiatric Impacts of Video Games, Internet Addiction on Children” Psychiatry Advisor, Retrieved from: findings Dingle and Kothari cite a real life example of a young boy Thomas who could suffer Repeatedly from the internet addiction disorder after playing for ten to twelve hrs

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