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Video-Gaming among High School Students: Health Correlates, Gender Differences, and Problematic Gaming - Essay Example

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This essay "Video-Gaming among High School Students: Health Correlates, Gender Differences, and Problematic Gaming" is that of the negative impact on the youth brought on by video game playing. The essay analyses the effects of media, in this case, video game playing, on the youth…
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Video-Gaming among High School Students: Health Correlates, Gender Differences, and Problematic Gaming
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Extract of sample "Video-Gaming among High School Students: Health Correlates, Gender Differences, and Problematic Gaming"

?Video-Gaming among High School Health Correlates, Gender Differences, and Problematic Gaming The research papers central notion is that ofthe negative impact on the youth brought on by video game playing. Keeping in mind this objective of the research we can clearly see how it argues against the effects of media, in this case video game playing, on the youth. Despite the existence of previous literature on gaming focusing on aggression brought on by excessive video game playing, the researchers take along that perspective and focus their article on how health correlates with gaming and the prevalence and correlation of problematic gaming. This study addresses multiple research gaps that exist in this field. The first of these is that not all adolescents play video games, and the health correlates of gaming (eg, relationships with substance abuse or depression) are incompletely understood, because much of the published research has focused on school performance, obesity, and aggression. Next, the likelihood of gaming and the resulting clinical effects are likely to differ by gender, and it is these gender differences in gaming and its health correlates that are poorly understood. Lastly, the sample chosen for previous studies is mostly been used from online samples of gamers or perhaps a small group of individuals identified as having problematic gaming behaviors, this serves as an issue as far as generalizability is concerned. Keeping in mind these gaps this study was careful in selecting survey data from a larger sample. One that comprised of adolescents and examined the prevalence and clinical correlates of gaming, reported problems associated with video games, and the prevalence and correlates of problematic gaming. Moving on to the methods that the study adopts the sampling was one by the use of data derived from a cross-sectional anonymous survey of students in public high schools. Students were invited to participate in the study only after their respective schools were recruited by the use of invitation letters sent to all public 4-year and non vocational or special-education high schools in the state of Connecticut. The final sample comprised of 14 to 18 year old adolescents in Connecticut. The survey procedures comprised of voluntary participation by the students who took 50 minutes to complete the survey and were requested to keep it the surveys anonymous. The measures on the other hand included self-reported gender, race ethnicity, grade and family structure. Furthermore health and functioning measures were categorized by the use of tables and comprised of components such as extracurricular activities, substance use history, caffeine use, emotional state, aggressive behavior etc. Also the respondents were asked to report how much time they spent playing video or computer games in a typical week. The results showed that out of 4028 respondents, 2064 (51.2%) reported playing at least 1 hour of video games per week. This proportion was higher in boys (76.3%) than in girls (29.2%).  There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. There are several arguments that the research makes against the use of video gaming. These arguments were mainly based on the results of the research. Firstly the findings indicated that among girls gaming was associated with a modest risk of depression and moderate increases in serious fights and carrying a weapon hence highlighting a definite negative impact of video gaming in females. Also it was found that in boys the issue of developing a gaming problem was much more serious and that problematic gaming was associated with a lot more risk behaviors. These mainly included depression and fighting. Also when we view the gender differences observed between gamers and non gamers and compare it with the frequency of gaming across gender, we find that gaming although might be more appealing to girls but it attracts girls with certain characteristics, mainly more prone to aggression or violence, towards it. It also builds up an argument with the excessive game playing reflected in cultural differences in socioeconomic conditions in violent communities where girls are more likely to experience fights and to carry a weapon for protection, or spend time with male peers who are themselves gaming. Furthermore another negative impact of video gaming on the youth can be seen in the way in which frequently gamers reported of being unaware of how much time had elapsed while playing, indicating their strong appeal of these games but also suggests the potential risks with high frequency playing including health problems such as obesity, headaches and eye sores. Another key argument that one can take under consideration by looking at the results of this study we see that adolescents with problematic gaming are more likely to also be engaging in other risk behaviors such as smoking, drug use, and violence and are more likely to report depression; hence painting a very negative picture of video gaming on the youth. Moving on to the possible critique of this research there are several points that I would like to bring up. Firstly the data on which the research is based is self reported and the psychometric properties for the questions do not seem to have been evaluated in any way. Although it is mentioned that they are based on validated questions used to assess other impulsive behaviors in the Minnesota Impulse Disorder Inventory but they don’t seem to be tailor made for the study. Hence their accuracy, reliability and appropriateness for the research at hand become questionable. Another thing I noticed was that the researchers although did clearly mention video gaming as a core subject they did not however distinguish between the different types of video games such as computer games, handheld video games, physically active games such as Wii and online gaming, such types form critical components as far as the definition and effects of video games are concerned. So it would be understandable to state that the researchers have taken a narrow vision to define a problem which is a lot vast and complex in its core by simply bunching together the various aspects it comprises of. This is simply because different types of players depending on the games they are playing would result in specific health measures and consequences, which the researchers were unable to assess reliably. Another critique of the research is that despite the fact that it seems adamant on weighing down on the negative effects of gaming it mentions several times gaming has been associated with both positive and negative clinical correlates with evidence for negative impact of gaming been inconsistent. This leads to a certain amount of confusion as far as their objective to strongly focus on the negative aspects of video gaming on the youth are concerned. Furthermore we see how the research found no strong correlations between gaming and grade averages, smoking and drug use something that the research initially set out to do. With the grades of the students not being comprised their activities, even if these were excessive video gaming, cannot be negatively scrutinized in this aspect. Its weaknesses also include the lack of its examination as far as recreational and problematic levels of video gaming, to determine safe levels of gaming, and to identify risk factors and potential points of intervention and prevention are concerned. Also it is evident how the fact that experienced gamers may exhibit superior visual, spatial, and attention skills is ignored as a trade off of the negative affects that the researchers are bent on scrutinizing. It ignores the fact that video game formats have been successfully used to deliver health interventions to children and adolescents. Depending on the specific game, we can see the use of high levels of motor skills an a sufficiently advanced level of problem solving skills that are required to successfully advance through a number of games. Not just that survey research has indicated (the case mentions this) that children who play video games usually do so in social groups of friends or family showing a positive relationship between frequency of peer interaction outside of school. This is by all means a positive contributor to the social development of the child and a key driver in their ability to communicate and play well with others. Lastly I would say that despite the fact that video gaming might monopolize much of the time of the youth it is a much better activity than that children can indulge in during such an impressionable age. There are drugs, alcohol, excessive TV watching, smoking etc which are a lot more serious as far as extracurricular activities that the youth of today might indulge in; compared to all that staying home and playing video games seems like a much safer and healthier option. This is an aspect the research fails to take into account. Resource Rani A. Desai.R., Sarin.K.S, Cavallo.D, Potenza.N.M. (Nov 15, 2010). Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming. American Academy of Pediatrics, Vol. 126, No. 6. Read More
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